You can use "Is reflection ray" output from "Light path" node and plug it into the alpha input of the "Principled shader".
This will work for both Eevee and Cycles. For Eevee you need to set "Blend mode" to alpha hashed in the material setting.
For the one that reflects in the mirror but is not visible outside of it:
By default, Eevee will reflect the HDRI and the lights but it won't reflect the objects of your scene.
For reflective volumes, you need to create a Light Probe > Reflection Cubemap in order to reflect the object(s), as explained here by Tutor4u. It's a kind of trick to recreate a proper reflection.
For flat surfaces like mirrors you have other light ...
You must use the Input > Light Path node as a factor between the material of the object and an Transparent node.
For your green cube use the Is Glossy Ray output (non visible in the mirror):
For the red cube use the Is Camera Ray output (only visible in the mirror):
The standard Glass shader gives you exactly that.
Or if you prefer Principled BSDF like me:
Set Transmission to 1
Use Roughness and Transmission roughness to control the glass type
Add thickness to your glass for realistic results
Suzanne on one side, and a black material on the other to make a mirror
To make this work in Eevee
enable Refraction in the ...
I slapped together a quick example. In short -
The visibility options for the first object (Suzanne) have glossy, shadow and diffuse turned off.
The second object (cone) has only visibility for glossy enabled.
This results in Suzanne not being visible in the reflection and the cone just being visible in the mirror.
Depending on what you're needing, ...
The issue is not the reflections, but the fact that they are blocked by something else. It looks like you have another object on top that is not visible in the 3d viewport but is renderable.
Those three big squares that are overlaid on the ground most likely belong to such object.
In the outliner search for objects that have been disabled for view (eye icon) ...
Reflective and refractive surfaces are very dependent on the surface Normal. Make sure the Normal is pointing in the right direction (outwards) and that the surface is set to Smooth or Flat shading as appropriate (in this case it should be Flat).
Glass is supposed to be transparent and reflective (and other thing is refractive, can disperse and absorb light, etc). If you take away the reflections then it will no longer look like glass.
Instead of trying to suppress the reflections, you need to use them to your advantage, so that they feature the characteristics of your object.
Using point lights or ...
You can map the normal input to obtain some various deformation effects (distorting mirror) so:
The node setting is the following (mix rgb is only here for the gif above):
The mapping: add some X if the view is Y aligned and some Y if the view is X aligned. There is probably some possible calculation to do it automatically from other inputs.
Use the light paths node on the Earth to isolate the reflection light ray.
In this picture I have a sphere emitting light, but it is only seen on the reflection of the plane. On the right is the node set up for the Sphere. You can use that node set-up for the Earth, just replace the principled shader with your current node set up for the Earth.
Hope this ...
If the reflective ball is inside the FOV, it will probably still preserve the sharp image due to light path has been concentrate from outer light, it will be harder to tell the blur effect if a convex mirror is presented.
And also, they do have a Depth of Field reflection, if you turn down the F-Stop to extremely small, and using a giant sensor that have ...
The simulation of refraction depends on light rays being bent twice. Once on the way into the glass, via a front-facing surface, and once on the way out, through a back-facing surface. Your 'good' glass has thickness, so it works. Your 'bad' glass doesn't.
With a Solidify modifier: (No rim. 'Fill' unchecked, so as not to bother with normals ...
Lights are only visible in Cycles when they are mesh lights. If you want a light source to be reflected you need to make it from geometry and create an emission shader for it.
If you wish light to be reflected and illuminate other objects, you need to enable reflective caustics:
These calculations take a lot of time in Cycles and are inefficient, because ...
Depending on what you consider to be the ghost reflection, you can use one of the following for the glass material:
Both use "backfacing" from the geometry node. To eliminate the ghost, we choose only one reflection (either back or front facing).
On left, the backface is reflective (as front face is transparent).
On right, the backface is ...
In provided blend both materials behaves the same for me.
Anyway ... bottom one seems to be correct from material setup perspective. Glass needs a thickness otherwise cycles thinks it is an "endless" glass volume.
Since you add s thickness like Solidify modifier, Cycles know where glass begins and where ends its depth. But as you can see there is ...
Use a glass shader.
The Glass BSDF is used to add a Glass-like shader mixing refraction and reflection at grazing angles. Like the transparent shader, only pure white will make it transparent
Color of the surface, or physically speaking, the probability that light is ransmitted for each wavelength
Influences sharpness of the refraction; ...
Make sure that you have the max bounces set adequately high to show full global illumination effects. There is a preset that you can activate as well. You may also have to increase the intensity of the light source and adjust the exposure. The distance, size or intensity of the light seems to be different in your first render, because the shadows are much ...
The ball's reflected image is not supposed to be blurry, since there is no blurring kernel between it and what it reflects. The DoF in the background is caused by the aperture of your camera not being a single point. The sphere is situated somewhat in focus, so it is not blurry.
There is a distinction to be made between requiring the reflection only to be ...
I just checked out your .blend file. You don't need an irradiance volume or a reflection sphere to reflect the HDRI - in fact, in this case, it is messing with it. Irradiance volume only captures indirect light, and reflection sphere helps with SCENE reflections - but is not needed for WORLD reflections. It works if you delete them, and then delete the ...
Reflections do not work the same way in eevee as they do in cycles. To get proper reflections in eevee from an emissive object, you should use an irradiance volume and a reflection cubemap (Shift+A > Light Probe).
Make the probes big enough to encapsulate what you want to reflect, and then bake indirect lighting. See below:
You need to increase the number of Light Bounces.
It cannot be infinite, but it doesn't need to be.
head to Render Tab > Light Paths > Max Bounces
adjust both the Glossy value and the Total value to your liking
to look infinite, the latest reflection needs to be of 1px size
How many Suzannes do you see...?
Your problem is absolutely topology related. I see 2 things going on that are causing your shading issues. Firstly, there are triangles mixed with quads - this usually causes problems, especially around edges and areas that will be shaded smoothly - both of which are true in your case. Secondly, it seems you have formed the "blade" by moving the ...
You're not going to find a "tutorial" for this.
You are up for a very challenging task. You need to account for a lot of things, like transparency, refraction, diffraction reflection, caustics in the water, plus the reflections and shadows on the shiny floor and the shoes.
Reflections and transparency have to come from somewhere ,so you will have ...
This is an old bug in blender. You are doing nothing wrong. The information is there, but the render window is not displaying it correctly. It cannot display pixels that are transparent and luminous at the same time. Glares, glows, reflections. and fire don't display correctly.
View your image just as color (not color and alpha)
Your information should be ...