May 21, 2018, 07:47:08 am
Thanks for the information.
So you are making your own reflection maps to use in materials that will use a Planar Reflection
. So the reflection itself will change because of the map added. That's a very high level of tweaking.
And doing it for post-process reflection mapping I understand.
I just wonder why essentially non mirror based surfaces such as standard walls, and even floors (unless the materials is a highly polished marble that is close to a mirror finish), would use the Planar Reflection
There's no real technical reason not too use them other than the reasons provided below and in the articles. Would be interested, but not required, in some example tests of yours (perhaps in a new topic in General Questions so your topic here is not hijacked by my question). And given the Lumion materials are for Physically Based Rendering, does a tweaking of the Reflectivity
not help to achieve the level of 'accuracy' for things that don't need to be mirror based?
The question of using Planar Reflections
or not depends on the requirements of the Scene
, and especially if there is a need for the highly accurate Planar type, or whether SpeedRay
reflections are more suitable. There is also a difference in the look of the reflection generated, in that SpeedRay
reflections are blurred to give a less mirror based 'natural' look. There is a render cost for Planar Reflections
(it has to render the whole scene again to get the reflection), as well as the imposed limit per Photo
for various rendering reasons by the developers.
If not done so, see our Knowledge Base Articles
about the three main reflection types: How do Planar Reflections work? How do SpeedRay Reflections work? How do Projected Reflections work?