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Questions tagged [reflection-rendering]

Reflection rendering refers to techniques used to visually represent surface reflections of scene objects and their environments, whether crisp and mirror-like or distorted & blurred. Questions about reflecting vectors or collision bounces should use the Geometry or Physics tags instead.

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I have a forward reflexion protocol producing a reflexion map used for final scene rendering. I can have several heights of ground we can defined as "mirrors". In order to have only one map ...
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I'm adding a rain effect in my pipeline in forward mode. I'm rendering a reflection map used to mirror the scene on a "wet" ground. I have raindrops rendered as circles with an animated ...
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I’m using (DX11) LookAtLH or LookTo functions to get my view matrix. When setting Camera Direction so that the y component is zero I have the correct reflexion (picture left). When changing the Dir.y ...
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In my app I’m producing for my deferred shading 4 layers of data to show up occluded parts of the scene during screen space reflection (SSR) pass. I need normal maps with bumpiness of these layers for ...
philB's user avatar
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With regular raymarching algorithm we can fade the reflected pixel based on the number of iterations used when looping. I can’t use an iteration number when doing both hierarchical z (HiZ) and ...
philB's user avatar
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After lot of efforts I have an almost nice shader doing SSR with HiZ. The shader is provided below. Some parameters are tunable and you can speed up things but the difficulty in my scene (picture) are ...
philB's user avatar
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Let us consider the situation where only we moved the camera. The object and the light source remain in the same place. Thus the angle of the incident light is the same for every point.I have captured ...
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We know that in Specular reflection rays reflected off surface at inverse angle;so camera position matters;creates bright highlights. I have taken one image where specular reflection is seen(Here ...
S. M.'s user avatar
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I've been trying to work out how to render a mirror for a while now, but a lot of resources I find either use very outdated tools I'm not familiar with, appear to be college slides referencing other ...
Ethan McTague's user avatar
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Notice how the "door" shown below appears multiple times in the reflections, both vertically and horizontally. These "extra" reflections are called interreflections. I am trying to ...
blackhole's user avatar
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I'd like to write a fragment shader that stretches a tetragonal shape in a texture to a square shaped game object of mine. My problem is best described with a picture, seen below. The shader receives ...
Bobobot's user avatar
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I am trying to make my game more interesting by making a background with this NEON tunnel made of glowing lines. Since I am not a good 3D artist, I choose to hire some freelancers, and they made a ...
NoviKorisnikk's user avatar
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I know what raytracing is, but I'm a bit curious how games are able to reflect off-screen geometry using raytracing in real-time. I tried looking up the technical details but most of the articles are ...
Serberus's user avatar
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can anyone help me with this one. I'm creating a 3D game. For my game, i have created a lot of 3D objects. Im everything works as intended so far, but I'm trying to implement a "Chrome Reflection" ...
Brian Bergh's user avatar
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Both methods involve casting a ray unto the reflecting object. It will be reflected. In reflection mapping - the intersection of this reflected ray with the environment map (texture) will yield the ...
P. Lance's user avatar
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I'm trying to implement reflections on flat surfaces and render a simple scene with a reflection. So I'm rendering the scene from the point of view of a camera symmetrical to the reflection plane and ...
Luca's user avatar
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I saw this How can I Compute steepness for heightmap while looking for a way to reflect pixels. But now that I have the steepness/slope I don't know how to calculate which angle it's pointing at. ...
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I'm trying to get the standart unity water shader to reflect light sources. For reference here is the shader code and the c# script that controlls it. ...
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I've been trying to implement screen space reflections for the past couple of days, however it's been difficult finding specific implementation instructions or guides. Most of the hits on the subject ...
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I'm attempting to add reflective water to my procedural terrain. I've got it to a point which seems like it's reflecting however when I move the camera left/right/up/down the reflections move with it. ...
tuckismad's user avatar
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Please refer to this video to understand the issue I am facing. With camera movement, there is a strong white reflection that appears over the complete model. What settings do I need to change to fix ...
newbie2015's user avatar
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i'm using this cs code on the mirror: ...
ginX's user avatar
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I created a mirror in Unity using the FX/MirrorReflection and the script that comes with it. http://wiki.unity3d.com/index.php/MirrorReflection4 One mirror at a time works perfectly fine, but as soon ...
Enthused Dragon's user avatar
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I'm trying to achieve that kind of scene but in real time using Unity. It's basically composed of some primitives, a skybox, and a plane. I'm intrigued on how to do this effect in particular: The ...
lvictorino's user avatar
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I'm working on a project with C++ and glsl (4.1). I have implemented a mirror object which is a plane at height 0 that works as follow: I render the scene with a MVP computed such that the camera ...
Zick's user avatar
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I want to know how the world reflection vector in shaders is calculated so that I can manipulate it, but there is no documentation on what it does or how Unity calculates it. How is the reflection ...
Raymond Lin's user avatar
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I have a wheel model. It's use Reflected Diffuse shader and only one texture and only one material. So it should seen like that, right? But it's seen like that: I'm really curious about that. What is ...
Friction's user avatar
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Im having a really hard time figuring out how to configure my reflection probes to update in runtime once I build. The game port view looks totally different than the build view. Ive tried turning off ...
Coffeecoffeecoffee's user avatar
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I'm making a voxel game on OpenGL, and are trying to find a way to render semi-realistic water (At least partially good looking, it doesn't need to be strictly scientific accurate). All sources ...
Ivelate's user avatar
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I'm an amateur in 3D game development. The thing I want to know is shading related. For reflection purpose, which will be the efficient way? Either "Realtime render to Cubemap" or "Ray trace based" ...
Abrar Borno's user avatar
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How to adjust reflection in Unity 5 to show up it on the water surface. So I have few light elements in the scene. So I want my water pro to reflect this lights. As example you can see red and yellow ...
Oleksandr Matrosov's user avatar
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1 answer
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Here I am again with my ray tracer for ipad. Now I'm trying to add glossy reflection to an object. How do i implement it? I read some documentation online like these: http://www.cs.cmu.edu/afs/cs/...
Fabrizio Duroni's user avatar
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1 answer
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Could someone please tell me how do I enable reflections on flat surfaces on a mobile in UE4? I have a simple room with one directional light. I need reflections on the tables and ground planes. I ...
user346443's user avatar
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1 answer
731 views

I am implementing an MLT bidirectional path tracer. I have a problem integrating diffuse, specular reflection and refraction. 1) The first problem is diffuse and specular reflection. Diffuse ...
MLNN's user avatar
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1 answer
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I'm implementing reflection/environment mapping using a cubemap. I have it working for the most part but when I move my camera around, I see the same area reflected on the object. I am calculating the ...
worbel's user avatar
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5 votes
1 answer
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I'm trying to create simple reflections in a 2D, sprite-based game using HTML5. I'm looking to recreate an effect like the one you'd often see in GBA games, such as Pokemon Emerald and Mother 3: These ...
Belohlavek's user avatar
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So I have already implemented the reflection part: ...
cepro's user avatar
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So far I achieved building a cube map following this tutorial. Then I drew three points using glDrawArrays(GL_POINTS,0,3) and calculate the normals based on a sphere. To compute the incoming light ...
BRabbit27's user avatar
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3 answers
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I understand how reflections work for objects. A cubemap would be rendered around a certain point in 3D space, usually at the center of the object that the reflection is to be applied to, and that is ...
Keavon's user avatar
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2 votes
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I'm finding my way around CryEngine 3 (through Steam) and want to create a simple effect where a fire on shore is reflected in a body of water. For testing purposes, I've made the water dead calm... (...
Basic's user avatar
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2 votes
1 answer
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I'd like to implement shadows and reflective surfaces in my OpenGL app. I already have ideas which I will provide below. But I would like to ask someone more experienced than me before I put too much ...
Scindix's user avatar
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8 votes
1 answer
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My goal is to create accurate reflections, sampled from a dynamic cubemap, for specific 3d objects (mostly lights) in XNA 4.0. To sample the cubemap I compute the 3d reflection vector in a classic ...
cubrman's user avatar
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2 votes
1 answer
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I'm just playing around with OpenGL seeing how different methods of making shadows and reflections work. I've been following this tutorial which describes using ...
Reanimation's user avatar
2 votes
1 answer
222 views

I got to the point where I am tired of hardcoding shaders and decided that it was now time to look into using ID3D11ShaderReflection to get data from the shader and set my shader's constant buffer ...
KamRandle's user avatar
6 votes
1 answer
2k views

So, given a scene like this (cubemap skybox with "real" spheres) Everything looks great, except for the fact that the spheres don't reflect each other. What's a good way to go about this? The first ...
3Dave's user avatar
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7 votes
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I'm currently working on screen space reflections. I have perfectly reflective mirror-like surfaces working, and I now need to use a blur to make the reflection on surfaces with a low specular gloss ...
concernedcitizen's user avatar
13 votes
1 answer
823 views

I've been studying Nvidia's examples from the SDK, in particular the Island11 project and I've found something curious about a piece of HLSL code which corrects the reflections up and down depending ...
CloseReflector's user avatar
5 votes
2 answers
988 views

I've been trying to replicate the result of this paper (linked directly to PDF paper, but you don't need to read it to give an answer) and encountered a problem with the BRDF according to the ...
Nhan Nguyen's user avatar
2 votes
1 answer
621 views

After reading up on rendering reflections, it seems that the way to do it is the render the scene from underneath the plane of reflection, and then use projective texturing to map the reflected ...
Jonathon Xu's user avatar
5 votes
1 answer
454 views

I would really like to get the same metallic reflection look as in CSR Racing for my game in the simplest way possible. It doesn't have to be top-notch, but right now my rendering looks horrible and ...
Jonas Byström's user avatar