Author Topic: Mirror with glas material  (Read 9112 times)

vegardnataas

    Reputation: 2
Mirror with glas material
« on: March 02, 2012, 01:53:32 am »
March 02, 2012, 01:53:32 am
I have created a mirror using a glass surface with maximum reflection. Behind the glas I have placed a black surface. I think this works better than using a metal surface.

Re: Mirror with glas material
« Reply #1 on: March 02, 2012, 08:21:44 am »
March 02, 2012, 08:21:44 am
I have created a mirror using a glass surface with maximum reflection. Behind the glas I have placed a black surface. I think this works better than using a metal surface.
Hi, Vegardnataas
Can you demonstrate it?
thanks in advance

vegardnataas

    Reputation: 2
Re: Mirror with glas material
« Reply #2 on: March 02, 2012, 09:04:28 am »
March 02, 2012, 09:04:28 am
This picture is just a test. I find the reflection to be misplaced and pixelated, but the reflective material is OK. I guess I have to work on the reflection control.

stucki

    Reputation: 32
Re: Mirror with glas material
« Reply #3 on: March 02, 2012, 10:33:25 am »
March 02, 2012, 10:33:25 am
a thing that was asked very often before is blurring the refelection map. it would help a lot i think

kais Jacob

    Reputation: 20
Re: Mirror with glas material
« Reply #4 on: March 02, 2012, 10:53:46 am »
March 02, 2012, 10:53:46 am
This picture is just a test. I find the reflection to be misplaced and pixelated, but the reflective material is OK. I guess I have to work on the reflection control.

It is noted that the big picture on mirror ? is it ?  ???
Why did not show the reflection 4 spots on mirror ?  ???
I thing there is wrong   or bug  !!??  ???
  

Re: Mirror with glas material
« Reply #5 on: March 02, 2012, 12:03:02 pm »
March 02, 2012, 12:03:02 pm
a thing that was asked very often before is blurring the refelection map. it would help a lot i think

When you use the Glass/Standard materials the Glossiness slider allows you to blur the reflections (or were you talking about Lumion 1?).

Re: Mirror with glas material
« Reply #6 on: March 02, 2012, 12:07:55 pm »
March 02, 2012, 12:07:55 pm
It is noted that the big picture on mirror ? is it ?  ???
Why did not show the reflection 4 spots on mirror ?  ???
I thing there is wrong   or bug  !!??  ???

Perfect planar reflections are not (yet) available in Lumion.

What you are seeing in the "mirror" is a 360 degree reflection texture which is rendered from a single point in the scene. This texture is then projected onto all reflective materials in your scene. This technique will never give you perfect reflections from all camera angles.

stucki

    Reputation: 32
Re: Mirror with glas material
« Reply #7 on: March 02, 2012, 12:31:45 pm »
March 02, 2012, 12:31:45 pm
When you use the Glass/Standard materials the Glossiness slider allows you to blur the reflections (or were you talking about Lumion 1?).

ups sorry for this, just hadnt worked with a mirror yet, will try the bluring !!
thanks for clarifying

kais Jacob

    Reputation: 20
Re: Mirror with glas material
« Reply #8 on: March 02, 2012, 02:02:36 pm »
March 02, 2012, 02:02:36 pm
Perfect planar reflections are not (yet) available in Lumion.

What you are seeing in the "mirror" is a 360 degree reflection texture which is rendered from a single point in the scene. This texture is then projected onto all reflective materials in your scene. This technique will never give you perfect reflections from all camera angles.
 Hi  Morten
I mean like this it must-----

Re: Mirror with glas material
« Reply #9 on: March 02, 2012, 02:17:23 pm »
March 02, 2012, 02:17:23 pm
No worries, I know exactly what you mean.

One of the hardest concepts to come to terms with in Lumion is how reflections work.

What you're seeing is not a bug, but rather a limitation which is present in many real-time 3D engines.

Since the hardware is not fast enough to calculate raytraced reflections in real-time, there are just 2 options:

1) Planar reflections: This is perfect for mirrors. The downside is that the render engine basically has to render everything that is reflected a second time (mirrored), and depending on the scene complexity this can drastically reduce performance. This is the reason you typically only see planar reflections in small scenes in real-time 3D graphics. This feature is not (yet) available in Lumion.

2) Cubemap reflections: Also known as "faking it" :) What you are seeing in the "mirror" above is a 360 degree panoramic reflection texture which is rendered from a single point in the scene (this point is set by adding the Lights/Utilities/Reflection Control object to your scene).

This 360 degree panoramic reflection texture is then projected onto all reflective materials in your scene, including the "mirror" in this example.

The downside is that it is a rough approximation, and you will never be able to achieve perfect reflections with this method, but it's all we've got in Lumion for the time being.

rdb318

    Reputation: 0
Re: Mirror with glas material
« Reply #10 on: March 11, 2012, 06:19:18 am »
March 11, 2012, 06:19:18 am
 Hi  Morten
I mean like this it must-----


I am sorry
I try to put one is the individual object to see why less people in front of the mirror reflection, and other reflective objects will automatically zoom in and jagged, the version I use is Lumion2_1_Build4

Re: Mirror with glas material
« Reply #11 on: March 12, 2012, 11:44:09 am »
March 12, 2012, 11:44:09 am
Hi rdb318, you've posted the same question twice?

In any case, I've replied to it in your other thread:
http://lumion3d.com/forum/index.php?topic=3626.msg22811#msg22811

Re: Mirror with glas material
« Reply #12 on: March 20, 2012, 04:12:47 pm »
March 20, 2012, 04:12:47 pm
I have created a mirror using a glass surface with maximum reflection. Behind the glas I have placed a black surface. I think this works better than using a metal surface.

Can you post a step by step process... please
I can't get the mirror results...
 ???

Thanks in advance...

Re: Mirror with glas material
« Reply #13 on: July 04, 2012, 08:39:39 pm »
July 04, 2012, 08:39:39 pm
isnt there any "middle-ground" effect. which would simulate a ray-trace reflection but with lower quality/precision, at least giving better camera angles?

even if its not fast enough for real time game engines, Lumion is not a real time game engine. Its real time only when navigating the scene. Rendering a movie in 720p takes from 6 to 30 seconds in a GTX460, depending on effects applied and number of lights.

Well, even if a simulated half ass ray-trace option takes 15 seconds more for each frame, it would still add GREAT quality to Lumion scenes with lots of glass and mirror.

The ideal scenario would be for the user to decide if he wants to use the "low quality raytrace" at a video/image render, and EVEN then, each material could have its own option to reflect raytrace or cubemap.

So the user can use cubemap reflections for everything and raytrace ONLY for a mirror or some glasses in the scene.


alternatively, why can you only have one cubemap per scene? Wouldnt it be possible to have hundreds of cubemaps in front of every reflective surface, each one linked to that surface?

Aaron

    Reputation: 80
Re: Mirror with glas material
« Reply #14 on: July 05, 2012, 12:45:23 am »
July 05, 2012, 12:45:23 am
isnt there any "middle-ground" effect. which would simulate a ray-trace reflection but with lower quality/precision, at least giving better camera angles?

That middle ground would be screen space reflections combined with multiple cubemaps.
This is the way advanced game-engines approach reflections now days.
Requires DX11 so forget it for Lumion. Not going to happen for at least another year. If ever.
Planar reflections are also nice to a certain degree. The latter allegedly is in the pipeline somewhere.

Btw, I completely agree that, even at a significant performance hit, it might be worth a shot
to investigate the worth of raytracing for Lumion already. Indeed Lumion isn't realtime and
there are quite a few render engines around already that manage to have acceptable frame quality in under 14 seconds. Not going to happen though, not for a loooooong time it ain't.