isah_voodoo Posted August 23, 2020 Share Posted August 23, 2020 Hello I have a quick question about reflection passes in houdini. Lets say i'm reflecting some geometry onto a large environment . Does the large environment need to be subdivided to get a good quality reflection? I noticed that my reflection pass is not that accurate or straight if i don't subdivide the mesh its reflecting on first. I can't really recreate the issue since its a work file but I just wanted to get some input on this. Is this a common thing to do? It gets really slow and painful when I have to subdivide all my geometry in my scene just to get a good reflection pass. Is there a better way to do this ? Thanks Quote Link to comment Share on other sites More sharing options...
davpe Posted August 24, 2020 Share Posted August 24, 2020 if you only have a flat surface (like a mirror) then adjusting geometry normals should be good enough (default normals smooth any corners < 60 deg). if it's a more complex shape then naturally more polygons = more accurate reflections. Quote Link to comment Share on other sites More sharing options...
isah_voodoo Posted August 24, 2020 Author Share Posted August 24, 2020 @davpe Thank you. Thats good to know. I was hoping that the "Render Polygons As Subdivison" on the geo node would do the trick, but apparently not. Thanks Quote Link to comment Share on other sites More sharing options...
davpe Posted August 24, 2020 Share Posted August 24, 2020 25 minutes ago, isah_voodoo said: @davpe Thank you. Thats good to know. I was hoping that the "Render Polygons As Subdivison" on the geo node would do the trick, but apparently not. Thanks It does the trick if your mesh subdivides nicely... Quote Link to comment Share on other sites More sharing options...
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