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realtime reflections

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Message 1 of 7
evandespelder
2098 Views, 6 Replies

realtime reflections

I've built a stage for our VR reviews and I'd like it to reflect in the car but only the HDR is reflecting.  Is it possible to have geometry reflect in other geometry in realtime like that?

 

Thanks for your help

Evan

6 REPLIES 6
Message 2 of 7
Anonymous
in reply to: evandespelder

Hi Evan,

 

Check out the screenshot attached or read below. 

Set to Full Global Illumination under Render Settings > Raytracing Quality

 

Under Material go to Raytracing > Overide Illumination Mode > Precompued Illumination for the part you don't want raytraced.

Floor for example leave chrome / or use shadow material with reflection mode DIffuse+Glossy, this will give you the realtime reflection.

 

Also if you're using VRED PRO, you can use Render layers and pick what casts and receives reflections, shadows etc. So you could turn Shadows received off. 

 

That might be one way to do it, good luck!

Message 3 of 7

Hi,

 

you would need to turn on Raytracing, but this is currently not really suitable for realtime on a single machine.

 

Cheers,

Marcus



Marcus Fritzen
Principal Engineer
Message 4 of 7
Anonymous
in reply to: evandespelder

Hey Dude, the best thing to do, as VR does not support raytracing yet, is create a small sphere in the center of where the car is located. Then hide the car. Next you need to go to Edit/Preferences and go to the export cube image. Put the settings to max res 2048x2048 and 64x supersampling and spherical image. Now go to File/Export Cubeimages and this will record a new HDR which will contain the stage geometry plus the original HDR. In the common tab at the bottom of the material editor, set the environment to the new HDR that you made (right click), and hey presto that material reflects the stage geometry, repeat for all reflective materials. The only draw back is the resolution is only 2K.

 

Talk soon

 

Cheers

 

Justin

 

Message 5 of 7
seiferp
in reply to: evandespelder

There is actually another way in VREDPro I personally prefer because it is not limited to any resolution.

 

  1. Create a new Camera (instead of a sphere) and place it in the interior. You have to play around with the position where to place it exactly but I would say in the center with equal distance to the dashboard and seats and also roof and armrest.
  2. Make sure the camera is facing straight to the dashboard and has no other rotation or roll values in the camera editor.
  3. Activate the Camera and change the Projection Mode to Spherical Camera in the Editor.
  4. Turn on Raytracing. You probably want to have the same quality of the reflection map like your OGL rendering. Therefore go to the Render Settings > Raytracing Quality and change the Interactive- and Still Frame Illumination Mode to CPU Rasterization.
  5. Render out an HDR or EXR image with an aspect ratio of 2:1 with a size and quality that works best for you. Usually a size of 2048x1024 works fine for reflection maps.
  6. Duplicate an existing Env. Material (like the default Studio) in the Material Editor and change the Environment file path to the image you just have created. Rename the Env. Material to something obvious like INT_Refl.
  7. Go to the Common Tab of the Material you want to exchange the reflection map and right click in the Environment field. Choose your INT_Refl Env. Material. You can also select Nodes in the Scene-graph and do an right click on the INT_Refl Material and choose Apply Environment to selected Nodes

Hope this helps

Pascal

Message 6 of 7
evandespelder
in reply to: seiferp

Many thanks!  I got as far as the spherical mapping but had the camera settings off and in the wrong position.  This worked perfectly.  

 

Cheers.

Evan

Message 7 of 7
Anonymous
in reply to: evandespelder

Ah I misunderstood the question. Pascal cool tips, thanks. 

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