jason_slab Posted February 16, 2011 Share Posted February 16, 2011 hi ok so i'm trying to figure out a good solution for this, i've got a room with around 20 different shaders assigned to it, now i need to do a reflection pass of the character in the room. so at the moment the only way i can get this to work, while retaining the various reflection intensities/angles of multiple shaders, is to go into each shader and tun off Reflect Lights(switchlightingbsdf). ok i could do this, but it's a pain. i tried playing with object level Light Masks, if i remove all my lights from the room it doesn't reflect the character, even though the char is still illuminated by the lights.. does anyone know if there is a object/global level to do this? thx jason Quote Link to comment Share on other sites More sharing options...
anim Posted February 16, 2011 Share Posted February 16, 2011 if you are using surface shader materials then indirect_reflect image plane should contain just object reflections direct_reflect just light reflections all_reflect both of them so render your room with phantom character with indirect_reflect image plane it works for me alternatively you can turn off Specular Contribution for your lights, but then you will not get light reflections on your reflected character either, which may not be a big deal if it's mainly diffuse PS: if you are using Window/Parameter Sreadsheet then setting the same parameter for 20 or even 2000 objects is a matter of seconds Quote Link to comment Share on other sites More sharing options...
jason_slab Posted February 16, 2011 Author Share Posted February 16, 2011 if you are using surface shader materials then indirect_reflect image plane should contain just object reflections direct_reflect just light reflections lol, sometimes i'm such an idiot, i had my image planes set to all_reflect and direct_reflect thx anim! jason Quote Link to comment Share on other sites More sharing options...
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