Original Post
I have not added reflections to my work in progress yet so I am trying to get everything planned out first... What I need to know is how much I can afford to render for the local reflection maps. Where can I fake things easily and cheat a little without the viewer noticing. I would really appriciate some tips from those of you with some experience here. Here are a couple of scenarioes with added rambling: @ A man-sized mirror - there will be no distortion to hide little errors and vagueness. Once the mirror takes up a large portion of the screen more rendering time would be allocated to it. More of an angle you look at it the less detail you would need. How much of the normal geometry would have to be rendered to it at what detail, just approximately? Some shadow passes would have to go I guess, and all done hard. Model LOD would be knocked down. Lower quality lighting paths would be used. How often would it have to be updated? @ A wet area - could remain planar. More distortion and smaller surface area. Less light reflected. How much could be optimised here? @ Shiny objects - Distortion yes. Could I get away with a full local cube map of a small resolution? I really need some pointers from people who have implanted these kinds of things! What other things do I need to be prepared to render with reflection and stuff? Thanks for any help!