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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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3answers
90 views

How does real-time raytracing draw reflections of off-screen geometry?

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 ...
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0answers
15 views

Reflection shader (orginated from XNA 10 years ago) doesn't work - Model is just black?

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" ...
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2answers
77 views

Difference between reflection mapping and raytracing

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 ...
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0answers
40 views

Projective texturing in DirectX11

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 ...
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1answer
116 views

How do I calculate where which pixel it's reflecting based on a height map?

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. ...
2
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0answers
498 views

Getting the unity pro Water shader to reflect light sources such as spotlights

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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1answer
1k views

Screen Space reflections not tracing correctly - GLSL

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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0answers
407 views

OpenGL Water reflection seems to follow camera yaw and pitch

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. ...
1
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1answer
126 views

Unity reflections going white with camera movement

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 ...
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0answers
564 views
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0answers
219 views

Unity Mirror can't reflect another mirror across from it

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 ...
4
votes
1answer
440 views

Matte reflection effect in Unity?

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 ...
6
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0answers
296 views

Environment mapping without cubemap (need coordinates projection)

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 ...
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0answers
201 views

In Unity shaders, how is IN.worldRefl calculated?

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 ...
5
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1answer
317 views

Reflection areas on texture

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 ...
1
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0answers
715 views

Unity: Build looks different then gameview: runtime reflection probes not working correctly

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 ...
5
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1answer
1k views

How to render water reflections on multiple heights

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 ...
2
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2answers
598 views

Efficiency - Cubemap or Raytraced reflection?

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" ...
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0answers
2k views

Unity 5 light reflection on the water surface

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 ...
1
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1answer
621 views

Ray tracing - glossy reflection

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/...
4
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1answer
1k views

How can I enable flat surface reflections in UE4 on mobile?

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 ...
1
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1answer
378 views

Integrating specular, diffuse reflection and refraction

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 ...
0
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1answer
787 views

Reflection/environment mapping

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 ...
4
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1answer
848 views

How can I create 2D, sprite-based reflections in HTML5 Canvas?

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: ...
11
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1answer
8k views

How to implement this kind of ripples with a GLSL fragment shader?

So I have already implemented the reflection part: ...
1
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1answer
546 views

How to calculate reflection vector from point sprite sphere?

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 ...
3
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3answers
2k views

How do reflections work for large flat surfaces?

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 ...
2
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0answers
163 views

Realtime local reflections of particle system

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... ...
2
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1answer
2k views

Reflection and shadows in OpenGL

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 ...
6
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1answer
623 views

Understanding how texCUBE works and writing cubemaps properly into a cube rendertarget

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 ...
2
votes
1answer
630 views

Correcting Lighting in Stencil Reflections

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 ...
2
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1answer
98 views

How To Set Constants Using ID3DShaderReflection

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 ...
6
votes
1answer
1k views

How can I implement real-time mutual object reflection?

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 ...
7
votes
1answer
573 views

What is the most efficient way to blur in a shader?

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 ...
13
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1answer
586 views

Accounting for waves when doing planar reflections

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 ...
4
votes
1answer
590 views

Microfacet model - BRDF obtain extreme values at grazing angles

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 ...
2
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1answer
413 views

3D Reflection - Drawing Upside Down

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 ...
4
votes
1answer
317 views

Rendering metallic look

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 ...
0
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1answer
278 views

Why texture coordinate of flat surface reflection is calculated like this in fragment shader? [closed]

The whole project is here: https://developer.apple.com/library/mac/#samplecode/GLEssentials/Introduction/Intro.html The rendering flow is like this: Render the character upside down to a texture. ...
3
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1answer
355 views

Problem with D3DXMatrixReflect

Currently I am trying to reflect a sky sphere into a flat piece of geometry which is acting as water. The sphere is very small, it follows the camera on all 3 axis and the z-buffer is turned off so it ...
2
votes
1answer
3k views

How to draw reflection of shaded objects in OpenGL?

I am trying to draw a scene with objects floating around and a mirror among them to reflect the objects in front of it. I managed to draw the reflection properly when the floating objects aren't ...
2
votes
1answer
268 views

reflection plane 3d

Hey there I'm trying to create a plane that can have a texture on it and reflect the 3d elements around it. for example a plane with a laminate floor texture and above it a cube rotating. I want the ...
8
votes
1answer
4k views

Where can I get a list or data base of light reflectance values for different materials?

I'm implementing lighting for a WebGL app but I'm not an artist so I don't know how to generate or where to obtain a list of materials with its values (diffuse, specular, ambient and shininess). I've ...
1
vote
1answer
225 views

rendering a reflection on a texture [closed]

I want to render reflection on a planar surface but the reflecting surface has a texture mapped onto it.Would the normal technique of using stencil buffer and then blending in the reflected image with ...
5
votes
1answer
998 views

Where can I find a BRDF reference implementation?

Does anyone have a link to a sample implementation of how to create/handle 4D BRDFs? I found a few interesting papers and websites, Szymon's (student, Princeton) BRDF survey, 1997 SIGGRAPH survey ...