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Reflective/enviroment maps for rendering

polycounter lvl 12
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Count Vader polycounter lvl 12
Hey, yall so normally I don't do much rendering as I tend to specialize in game art which besides obviously RTT is real time, so please excuse the novice nature of this/ the fact that I'm probably doing ridiculous methods to do this.

Anyways I was asked to do some background replacement for a photo, basically sticking a rendered city scene into the background of a photograph of some people.

There is a number of this structure repeated in the scene, basically a pyramid with predominantly glass surface area, if anyone's seen Logans Run it may look familiar.

YGEXw.jpg


The scene will also contain trees and and a sky, which I am going to composite in photoshop, since this is a quick/small project and I don't wanna bother rendering out/modelling like a thousand trees.

However, I do want to get some reflections going in the glass based on a cube/enviroment map, which doesn't seem to be working. I am using a simple arch +design material for the glass part, and the only bitmap involved is an image i've plugged into the enviroment slot.

Here is the material in Slate w/ relevant diffuse/gloss/reflect settings visible:

7kNr6.jpg


You'll notice that in the material preview box the reflection is quite visible, but doesn't show up at all when applied to the pyramid. Here is the same material applied to a teapot next to the pyramid, on which it shows up:

qKOrw.jpg

Not exactly the reflection I want, but it's something. Anyway I assumed the fact that it's not showing up on the pyramid has to do with the concave curvature of the surface, since it probably wouldn't catch reflections the same way as a something more convex/linear.

So, my question is, is there a way to basically force a cubemap/enviroment map on a structure like this to create some fake reflections that may not be physically accurate but still at least provide some hint of reflectivity. Preferably a cubemap since I want it to show trees on the bottom and sky up top.

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  • Scruples
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    Scruples polycounter lvl 10
    It doesn't help that cubemaps simulate objects as if they were at infinity.
    You can't really do much outside of using reflections of simulated clouds which is just a waste of time for something like this, easiest I figure would be to use a higher frequency cubemap *shrug*, maybe someone else will come up with something better.
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