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HISEROD
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To get a texture on your reflections, you must use Object Coordinates.

  • For whatever reason, you also have to select the light ("Light2" in my case) for the Texture Coordinate node so that the light's transforms are transferred to the coordinates in the node tree (usually it's automatic).
    enter image description hereenter image description here

  • If you want to keep the coordinate values in $[0,1]$, make sure that your lamp is set to either Square or Disk with a Size of 1m, and in the node tree, add 0.5 to the $x$ and $y$.
    enter image description hereenter image description here
    (You can still make the light with any aspect ratio by changing the object scale.)


Examples


enter image description here
enter image description here
enter image description here
For the last example, you can reduce the noise and render time by setting the shape to Disk so that the black corners aren't being sampled.

To get a texture on your reflections, you must use Object Coordinates.

  • For whatever reason, you also have to select the light ("Light2" in my case) for the Texture Coordinate node so that the light's transforms are transferred to the coordinates in the node tree (usually it's automatic).
    enter image description here

  • If you want to keep the coordinate values in $[0,1]$, make sure that your lamp is set to either Square or Disk with a Size of 1m, and in the node tree, add 0.5 to the $x$ and $y$.
    enter image description here
    (You can still make the light with any aspect ratio by changing the object scale.)


Examples


enter image description here
enter image description here
enter image description here
For the last example, you can reduce the noise and render time by setting the shape to Disk so that the black corners aren't being sampled.

To get a texture on your reflections, you must use Object Coordinates.

  • For whatever reason, you also have to select the light ("Light2" in my case) for the Texture Coordinate node so that the light's transforms are transferred to the coordinates in the node tree (usually it's automatic).
    enter image description here

  • If you want to keep the coordinate values in $[0,1]$, make sure that your lamp is set to either Square or Disk with a Size of 1m, and in the node tree, add 0.5 to the $x$ and $y$.
    enter image description here
    (You can still make the light with any aspect ratio by changing the object scale.)


Examples


enter image description here
enter image description here
enter image description here
For the last example, you can reduce the noise and render time by setting the shape to Disk so that the black corners aren't being sampled.

deleted 2 characters in body
Source Link
HISEROD
  • 4k
  • 11
  • 25

To get a texture on your reflections, you must use Object coordinates.Object Coordinates.

  • For whatever reason, you also have to select the light ("Light2" in my case) for the Texture Coordinate node so that the light's transforms are transferred to the coordinates in the node tree (usually it's automatic).
    enter image description here

  • If you want to keep the coordinate values in $[0,1]$, make sure that your lamp is set to either Square or Disk with a Size of 1m, and in the node tree, add 0.5 to the $x$ and $y$.
    enter image description here
    (You can still make the light with any aspect ratio by changing the object scale.)


Examples


enter image description here
enter image description here
enter image description here
For the last example, you can reduce the noise and render time by setting the shape to Disk so that the black corners aren't being sampled.

To get a texture on your reflections, you must use Object coordinates.

  • For whatever reason, you also have to select the light ("Light2" in my case) for the Texture Coordinate node so that the light's transforms are transferred to the coordinates in the node tree (usually it's automatic).
    enter image description here

  • If you want to keep the coordinate values in $[0,1]$, make sure that your lamp is set to either Square or Disk with a Size of 1m, and in the node tree, add 0.5 to the $x$ and $y$.
    enter image description here
    (You can still make the light with any aspect ratio by changing the object scale.)


Examples


enter image description here
enter image description here
enter image description here
For the last example, you can reduce the noise and render time by setting the shape to Disk so that the black corners aren't being sampled.

To get a texture on your reflections, you must use Object Coordinates.

  • For whatever reason, you also have to select the light ("Light2" in my case) for the Texture Coordinate node so that the light's transforms are transferred to the coordinates in the node tree (usually it's automatic).
    enter image description here

  • If you want to keep the coordinate values in $[0,1]$, make sure that your lamp is set to either Square or Disk with a Size of 1m, and in the node tree, add 0.5 to the $x$ and $y$.
    enter image description here
    (You can still make the light with any aspect ratio by changing the object scale.)


Examples


enter image description here
enter image description here
enter image description here
For the last example, you can reduce the noise and render time by setting the shape to Disk so that the black corners aren't being sampled.

Source Link
HISEROD
  • 4k
  • 11
  • 25

To get a texture on your reflections, you must use Object coordinates.

  • For whatever reason, you also have to select the light ("Light2" in my case) for the Texture Coordinate node so that the light's transforms are transferred to the coordinates in the node tree (usually it's automatic).
    enter image description here

  • If you want to keep the coordinate values in $[0,1]$, make sure that your lamp is set to either Square or Disk with a Size of 1m, and in the node tree, add 0.5 to the $x$ and $y$.
    enter image description here
    (You can still make the light with any aspect ratio by changing the object scale.)


Examples


enter image description here
enter image description here
enter image description here
For the last example, you can reduce the noise and render time by setting the shape to Disk so that the black corners aren't being sampled.