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Reflcection On Facade


dmtr
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Hi guys,

 

I'm new to the forum, but already found lots of helpful information.

Sorry If this post isn't in proper section - just trying to get how this works:).

 

Would be thankful if anyone could help me with any trick of getting nice reflection in glass, based rather on map than built environment. I have this problem in all of my projects, attached one render- it's very plain, just to show general concept, but would like to add some reflection of city+sky, something like on the other rendering, which is obviously not mine:)

 

Thanks in advance.

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Basically what you need is a map that can be reflected, be it an image mapped onto a cyrindrical or spherical plane simply for reflections, or a HRDI in the reflection slot. Plus a good camera angle to let the image reflect properly as desired.

Edited by Horhe
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Many thanx Ky Lane, will go through it , cool website by the way.

 

...probably it's a mater of a simple setting but can't get textures visible in viewport when I use daylight. Which makes getting right size of a map very difficult, anyone has idea why? or maybe just my copy has error?

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Guys, I loaded map with some sky+city into reflection slot in template glass material...and it doesnt look good.

 

Changed output to 50 as I'm using exposure control but still can't get the proper glass facade feel, with a bit transparecy. Any advices? Below my glass material and rednder. Thanks.

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Thank you Nicnic, I think the problem is with scale of the map, can't get it fitted properly and it's blown up...that's why it looks blury. Is it better to scale with UVW mapping or just tiling in Material Editor?

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hmm opps i didnt look at your settings sorry

 

i think you need to map it onto a plane the same porportions as your bitmap and move it paralel to the glass (no shadow casting, or visibility) that should give you a sharp reflection provided your bitmap is high res. put a tiny bit of noise in your glass as well, to break up the relfection. and yes use a uvw modifier on your plane

Edited by nicnic
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