When applying an environment map to a image for reflections, there is one issue that I have, that is controlling how it is applied. For example, one half of the object shows more of the 'sky' of the image, while the other half doesn't, can I get one half to reflect the same as the other half, I hope you understand what I mean ?
Edit: I forgot to include that I know there are texture options within the texture node rather the texture source node, but these options can't do what I want to described above and if they can, well then I'll tip my hat to you
Controlling Reflections Evenly
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- Posts: 4
- Joined: 05 Mar 2012, 16:10
Re: Controlling Reflections Evenly
I would just map the image you want to reflect onto a sphere and adjust the UVs so the part you want to reflect on both side of the object has it's UVs overlapped on the sphere. That should work, right?
Re: Controlling Reflections Evenly
hi,
easy !
for this you need:
- Or a imagemap/weight map to dict which part of you object is with ENV_A or ENV_B
- Or to follow your post an incidence map (in Z direction if you are facing Z) to dict which part of you object is with ENV_A or ENV_B
then plug this to the weight port of a mix2color
- in each color plug an environment shader
- plug your reflmap in that and, voila ;-)
- you can set your reflections as you like
/ or by pluging a copy of your imageclip in the ENV_B and editing it in the imageclip PPG (to mirror it)
image is better than a poor bad english speaker
easy !
for this you need:
- Or a imagemap/weight map to dict which part of you object is with ENV_A or ENV_B
- Or to follow your post an incidence map (in Z direction if you are facing Z) to dict which part of you object is with ENV_A or ENV_B
then plug this to the weight port of a mix2color
- in each color plug an environment shader
- plug your reflmap in that and, voila ;-)
- you can set your reflections as you like
/ or by pluging a copy of your imageclip in the ENV_B and editing it in the imageclip PPG (to mirror it)
image is better than a poor bad english speaker
Re: Controlling Reflections Evenly
That is awesome, thank youNNois wrote:hi,
easy !
for this you need:
- Or a imagemap/weight map to dict which part of you object is with ENV_A or ENV_B
- Or to follow your post an incidence map (in Z direction if you are facing Z) to dict which part of you object is with ENV_A or ENV_B
then plug this to the weight port of a mix2color
- in each color plug an environment shader
- plug your reflmap in that and, voila ;-)
- you can set your reflections as you like
/ or by pluging a copy of your imageclip in the ENV_B and editing it in the imageclip PPG (to mirror it)
image is better than a poor bad english speaker
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