Author Topic: Reflections doubts  (Read 2730 times)

2023-03-27, 12:59:33
Reply #15

TomG

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You just have to remember that the reflection is actually seeing the (reflected) object from a whole different point in space. You can test this in a 3D scene by "mirroring" the camera, place it where the reflection would see the object from (see attached image, if the top camera is your regular camera, the lower camera is "what would be seen from the direction of reflection), then just hide the shelf so it doesn't block the view, and you will see that your object shows a bright highlight when viewed from that different location. You shouldn't need to get it mathematically exact for placing your "see things from the point of view of the reflection" to grasp what is going on, so don't fret about mirroring the camera location exactly.
Tom Grimes | chaos-corona.com
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2023-03-28, 01:16:16
Reply #16

BigAl3D

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Yeah, since that glassy phone surface see the can from a different angle, you're getting a glint/bloom from the light, but on that angle. Can I assume Corona handles the Fresnel factor realistically? An example would be go to your car, if it's clean, and look at the reflection on the paint or glass from straight on and then from a low angle. Very different.

2023-03-28, 12:50:03
Reply #17

TomG

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Yes, Fresnel is handled realistically (grazing angles are more reflective than "straight back at you" angles).
Tom Grimes | chaos-corona.com
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2023-03-28, 15:56:58
Reply #18

mascab

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Thanks to everyone.
Now everything is really clear.
At this point, I'm sorry for opening such a stupid thread.

2023-03-28, 16:15:24
Reply #19

Beanzvision

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Thanks to everyone.
Now everything is really clear.
At this point, I'm sorry for opening such a stupid thread.

Don't be sorry, it's how we learn. ;)
Bengamin Jerrems l chaos-corona.com
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2023-03-28, 16:40:10
Reply #20

TomG

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Yep no thread is "stupid" if someone learned something - that means it was useful instead!
Tom Grimes | chaos-corona.com
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