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I need to add a mirror object in Blender. I'm looking for the existing objects, but can not find any object. I am wondering how I can add such an object.

mirror picture

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  • $\begingroup$ Are you using internal or cycles? $\endgroup$ – Timaroberts May 7 '16 at 0:32
  • $\begingroup$ I am using a cycle and I have found the solution. $\endgroup$ – BetterEnglish May 7 '16 at 0:49
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    $\begingroup$ @startingBlender good that you found a solution. Please write your own answer so that someone with the same question in the future might learn from your experience. $\endgroup$ – user1853 May 7 '16 at 2:36
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I felt this was a good question, so I've added an answer for future users. Also, maybe some of my info will add to what you've already discovered.

To make a mirror in cycles, use a glass shader (for obvious reasons), a fresnel shader (to ensure that the light hitting the mirror is complimented by the angle at which it’s shining, as described here), and a glossy shader at low roughness (which is similar to a glass shader but will bend light in a slightly different way, adding to the realism). These can all be easily found by hitting Spacebar and typing the node name. The base object is a simple mesh plane.

Nodes for mirror

I’ve added two glass shaders with 2 different colours, for additional realism.

mirrored eyes

Be sure to add another coloured plane behind the mirror, so the light rays stop at the mirror glass (and are then reflected) instead of passing right through.

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    $\begingroup$ I'm not sure I fully uderstood your proposal: why shaders are the input of a shaders's color socket? And why fresnel-minxing with an empty shaders? $\endgroup$ – Carlo May 7 '16 at 11:54
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    $\begingroup$ @360ueck I believe the proposed material is not correct: the green socket shouldn't be connected to the yellow color socket. See: blender.stackexchange.com/questions/33915/… $\endgroup$ – user1853 May 7 '16 at 12:02
  • $\begingroup$ Oh my gosh, thanks for pointing it out. I'll fix it $\endgroup$ – 360ueck May 7 '16 at 12:04
  • $\begingroup$ A real mirror will be a piece of glass with a reflective material coating on the back. If you are going for realism, don't just use a plane, but have the object have some thickness, use a glass material on it, then on face at the back of the object invert the normals and use a glossy shader. In a real mirror you'd be getting a double reflection $\endgroup$ – user1853 May 7 '16 at 12:10
  • $\begingroup$ @cegaton The socket mistake didn't make a difference, which is probably why I didn't notice it. I rendered it out and it still looks the same. I threw this together really quickly (one might say I was going for convenient realism). I appreciate your tips though since I'm still fairly new to shaders. Do you mind if I incorporate your comment into my answer? I know there was some discussion on meta about "stealing" comments. $\endgroup$ – 360ueck May 7 '16 at 12:22

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