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reflection in blender render
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Description

--- osx 10.8.5 macbook NVIDIA GeForce GT 650M ---

--- Blender 269rc1 ---

i have black Square in reflection pass
and specular appear in reflection pass to !! shod be not ?!

render the scene and go to blender reflect pass to see issue

one more issue on node editor
mute node not work good in same case
go to node editor mute RGB to BW Node .. backdrop Disappears




Event Timeline

I tested the file a bit and found out how to get rid of the black squares.
Select the round plane, go to texture settings, and way down in the Influence Panel set the Bump-Mapping Space from Object Space to View Space.
But why that helps is beyond me.
:)
See attachments!

Actually its quite simple to reproduce. I tried the same thing with a smooth-shaded sphere sitting on top of a plane just using factory settings and default materials. Enabled mirror with reflectivity e.g. of 0.8. on the sphere. Added a procedural texture on the plane and set influence to "Normal" with strength of e.g. of 0.1. The sphere sits on top of the plane is rotated by e.g 10 degrees so its poles are not aligned to the plane normal anymore. Looks like reflections of textures dont use correctly interpolated normals?

Added image attachment which illustrates the issue a little better.

Brecht Van Lommel (brecht) changed the task status from Unknown Status to Unknown Status.Nov 26 2013, 3:57 PM

Bump mapping + raytraced reflections are basically broken in Blender Internal and have always been. It's on the todo list, can't consider it a bug at the moment because no development is happening in this area. For now all I can suggest is to tweak the settings to avoid artifacts.
http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Render#Render_Engine

A further problem with bump mapping and raytracing is that it reveals quite quickly that bump mapping is only a trick to make the geometry seem like it something which it actually isn't. When you have fairly strong bump mapping you point normals in directions that do not correspond to the actual geometry, and then the low poly geometry starts to reveal itself in artifacts of shadows and reflections.
http://www.geekshavefeelings.com/x/wp-content/uploads/2010/03/Its-Really-Not-a-Rendering-Bug-You-see....pdf