Guest tar Posted March 14, 2017 Share Posted March 14, 2017 Is anyone getting the new viewport reflections working in H16? So far on no luck on OsX. Quote Link to comment Share on other sites More sharing options...
Noobini Posted March 15, 2017 Share Posted March 15, 2017 (edited) I think so (sheepishly...) at first nothing happened....then I just did a 'dummy' render to see if my mat is reflecting in the Render View...after that everything worked back in the Scene View I did have to go into D>Effects and turn on HDR Reflections tho... OK now I'm reeeeeaaallly sheepish...what's GL Reflections ? Edited March 15, 2017 by Noobini Quote Link to comment Share on other sites More sharing options...
Guest tar Posted March 16, 2017 Share Posted March 16, 2017 Thx! Tested again but in linux and it's working but there are many co-planar artefacts and is incredibly crashy. GL Reflect is the OpenGL Renderer used in the viewport. The parameter is GL Reflect. Quote Link to comment Share on other sites More sharing options...
malexander Posted March 16, 2017 Share Posted March 16, 2017 Reflections requires HQ Lighting, Reflections enabled, and a material with the GL reflect parm/tag set to a value greater than the minimum reflect display option. As of build 550, Metallic will be used if the GL reflect parm isn't found, so Principled shaders will work out of the box for metallic objects. It works by removing the reflective object and rendering a cubemap of the scene at the objects origin using normal quality rendering. As such it can't do self reflection or multibounce reflection between two reflective objects. There is also some minor distortion at the edges of the reflective object for geometry that's far away from the origin. It seemed pretty stable when I tried it, so if you have a case that's not working please submit a bug. 1 Quote Link to comment Share on other sites More sharing options...
Guest tar Posted March 17, 2017 Share Posted March 17, 2017 thanks! bug just submitted. Noticed that you have to add a light to get the reflections to work. The original 16x16 res feels very low too so the crashes seem to be related to modifying it. Quote Link to comment Share on other sites More sharing options...
malexander Posted March 18, 2017 Share Posted March 18, 2017 Yes, you need a light in order for HQ lighting to engage. 16x16 seems like an awfully low setting though, not sure why it'd be set to that. Quote Link to comment Share on other sites More sharing options...
Guest tar Posted March 18, 2017 Share Posted March 18, 2017 I just Rfe'd to have the headlight be better in HQ mode so that reflections would work automatically yeah 16x16 is the default - too low. Quote Link to comment Share on other sites More sharing options...
malexander Posted March 19, 2017 Share Posted March 19, 2017 It wasn't loading the reflection map size properly from the display options save file. As of build 552, set it to 512 and Save as Defaults again, and it should be good to go. Quote Link to comment Share on other sites More sharing options...
Guest tar Posted March 19, 2017 Share Posted March 19, 2017 (edited) thx - for some reason I can still crash it. I'll throw out the display preferences and test more. EDIT: the crash is happening when opening a new 'Scene View' tab after setting the new Reflection map size, say to 512 & clicking 'Save as Default'. EDIT2 - thanks for fixing. Linux is rad for bug fixes Driver 378.13.0.0 crash.GLReflectTest.jack_32036_log.txt GLReflectTest.hiplc Edited March 22, 2017 by tar Quote Link to comment Share on other sites More sharing options...
malexander Posted March 23, 2017 Share Posted March 23, 2017 Should be fixed now in 16.0.555. Rookie mistake :-/ Quote Link to comment Share on other sites More sharing options...
Guest tar Posted March 24, 2017 Share Posted March 24, 2017 Nice! Can't crash it now. Quote Link to comment Share on other sites More sharing options...
Hamp Posted March 26, 2017 Share Posted March 26, 2017 Hmm, area lights look a bunch of point lights, even in this mode. Is it possible to visualise them as reflections in this mode instead perhaps? Quote Link to comment Share on other sites More sharing options...
Guest tar Posted March 26, 2017 Share Posted March 26, 2017 4 hours ago, Hamp said: Hmm, area lights look a bunch of point lights, even in this mode. but that's what area lights are just stochastically sampled point lights across an area... you can increase the Light Sampling in Display Options/Effects to help, and it looks ok when there is roughness. Diverging slightly but better shadows and light specular would greatly help GL renders. Quote Link to comment Share on other sites More sharing options...
Hamp Posted March 27, 2017 Share Posted March 27, 2017 On 3/26/2017 at 7:22 PM, marty said: but that's what area lights are just stochastically sampled point lights across an area... you can increase the Light Sampling in Display Options/Effects to help, and it looks ok when there is roughness. Diverging slightly but better shadows and light specular would greatly help GL renders. Agreed, however I cannot raise the samples enough for low or no roughness, where I would most need them for exact highlight placement. A toggle to make them reflect a plane instead would be lovely for those situations imho. Otherwise, love all the new shaded mode features. Quote Link to comment Share on other sites More sharing options...
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