18 votes
Accepted

Rendering a fake mirror

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 ...
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  • 46.2k
16 votes

How do I get proper reflections (Eevee)?

By default, Eevee will reflect the HDRI and the lights but it won't reflect the objects of your scene. For flat surfaces like mirrors you need to create a Light Probe > Reflection Plane. It's easy ...
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  • 102k
11 votes

Why do reflections on a smooth-cube look more 'definite' than a flat shaded one?

It's an optical illusion. Actually, the flat-shaded cube has a reflection which is more clear and more detailed. But why doesn't the flat-shaded cube look detailed? It's because the flat-shaded cube ...
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10 votes
Accepted

Can't get simple uneven reflection map working

Here's my example to show you what you can do. I guess you're right, it's coated for preservation. I've tried my own take on it. I gave the Principled BSDF a slight (estimated) Roughness of 0.2 for ...
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10 votes

Why do reflections on a smooth-cube look more 'definite' than a flat shaded one?

The built-in HDRI images are fairly low resolution, in addition, there is some blur added by default. Finally, your image shows the flat-shaded square pointing at the curtains, which are blurry from ...
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  • 3,301
9 votes

Rendering a fake mirror

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 ...
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  • 102k
8 votes

Why do reflections on a smooth-cube look more 'definite' than a flat shaded one?

When using an HDRI the light is coming into the scene from infinitely far away. This means when looking at the flat shaded cube it will reflect only a tiny portion of the background. The smooth ...
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7 votes

Why do reflections on a smooth-cube look more 'definite' than a flat shaded one?

The other answers are correct: the difference is that the smooth cube reflects a large contiguous area of the room, while the flat cube reflects three small isolated areas of the room. Since a small ...
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  • 6,842
6 votes
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How to turn off reflections on glass

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. ...
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  • 13.3k
6 votes

How to achieve a retroreflector material in Eevee

Just found a possible solution: the dotted and striped appearance can be eliminated by using a snap factor on the Incoming vector:
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  • 187
5 votes
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Reflective Glass shader, like those in our window

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 ...
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5 votes
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how to show reflection of a different object in cycles

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 ...
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  • 954
5 votes
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Using Cycles renderer the reflections look good in viewport but not in in the render, why is this happening?

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 ...
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  • 13.3k
5 votes
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Why does my bathroom mirror distort so much?

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 ...
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  • 42.1k
5 votes
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Why do I have this very weird reflections?

In the material named Material.003 , you have a Principled BSDF node that has a Clearcoat value set to 1 and Clearcoat Roughness set to 0.03. This emulates a ...
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  • 3,315
4 votes
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Is it possible to change reflection direction?

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 ...
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  • 46.2k
4 votes
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Is there a way to have an object show up only in a reflection?

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 ...
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  • 887
4 votes
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Depth of Field on glossy surfaces (cycles)

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 ...
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  • 7,338
4 votes

Is There A Way To Make Reflections Act Similar To Cycles In EEVEE?

Creating a Light Probe > Reflection Cubemap and a Light Probe > Irradiance Volume brings you close to the Cycles result. If you need any explanation on light probes, please ask.
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  • 102k
4 votes

Curved glass reflections in Glass material

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' ...
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  • 54.6k
4 votes

What would be the best way to have something be different in a reflection

you can get this result with CYCLES: The torus (without mirror) has this nodes setup: Suzanne (only mirror) has this nodes setup: blend file:
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  • 34.8k
4 votes

Extract the current objects surface as generated by Blender so it can be applied to another object

I'm not sure how you render your panoramic nor how did you apply that to the mesh. In order to get the result that you want you first need to render your scene using a panoramic camera with ...
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  • 4,882
4 votes

Adjusting specular for a metal

The above image is inspired by a diagram on page 13 of Disney's "Physically-Based Shading at Disney" "Brief note" about the original principled shader. This was generated using a ...
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  • 29.3k
4 votes

Glass object's surface problem

The problem somehow comes from your node setup, if you use the glass BSDF directly, the render looks normal : Also, if you are using 2.79, you can use the principled BSDF shader and turn ...
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4 votes
Accepted

Constraint controlled reflective mesh

Assuming your reflector's normal is along its local Z, the easiest way I can think of is to give it 2 consecutive Damped Track constraints: One to the light, with influence 1, and then another to the ...
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  • 54.6k
3 votes

Why don't I see light reflected off a mirror in Cycles?

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 ...
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3 votes

How to hide lamp reflection in EEVEE

I thank God for one interesting and unexpected hack He showed me. This might help someone if your scene falls within the following criteria: If you have a lamp inside some occluding geometry, AND the ...
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3 votes

what happened to my glass reflection?

I messed around with it for a while and there was definitely something weird going on with your object. If you check the Face Orientation overlay you'll see the normals on your cup are inside out. ...
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3 votes

Why does my bathroom mirror distort so much?

It was the Normals facing the wrong direction!
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