DS question on reflections (Solved)

SpyroRueSpyroRue Posts: 5,020
edited August 2014 in The Commons

I am wondering if there is a way in DS to render with an environment sphere to give reflection on the surfaces of a model without the environment sphere itself being rendered. I am not a fan of the mapped reflection in the surfaces of items, and much prefer raytrace which is even across the scene and not bound to the UV templates/tiling of the many surfaces.

For an example: A character wearing a reflective outfit that is reflecting the surface of the environment sphere, but the render of the character is intended to be a cut out PNG with no background, for layering purposes.

Post edited by SpyroRue on

Comments

  • Scott LivingstonScott Livingston Posts: 4,340
    edited August 2014

    I haven't tried that specifically, but I think the way to do it would be to set the sphere to the UberSurface shader, and turn Fantom on (on the surfaces pane).

    Edited to add: yes, seems to work as long as the environment sphere also has Raytrace turned on, and Visible in Render turned on.

    In the attached image, the visible sphere is a primitive with raytraced reflections. The environment sphere is invisible due to the Fantom setting. I used the Kitchen HDR image for UE2.

    spheretest.png
    364 x 364 - 37K
    Post edited by Scott Livingston on
  • SpyroRueSpyroRue Posts: 5,020
    edited August 2014

    Ah perfect! Thanks very much Scott! Gotta love Ubersurface, this will be so useful too me :cheese: Ive got a render underway and certainly could use this

    Post edited by SpyroRue on
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