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Need Advice on Reflections

Started by val9 Jun 7 at 7:19 PM 2 replies 400+ views
Original Post
val9
val9

Hi guys, does anyone know how to get reflections like this? It looks like it's mostly the white lights being reflected and less like the surfaces are mirrors.

I tried a parralax corrected cubemap but it looks distorted. I was going to make a post specifically about the problems I'm having with that but maybe I shouldn't be using it at all.

There are several techniques (and hacks) and I'm confused. I don't think I need global illumination to achieve this, it looks like shaped specular reflection. but I don't really know.

I'd love some advice. Thanks a lot.

frob
frob

There are several techniques (and hacks) and I'm confused.

That's probably the place to start.

Most games today use game engines that do the work for you.

If you are doing the rendering, what of the many approaches are you doing? Where are you doing it, the CPU or shaders? What have you already tried and what didn't work about it? If you haven't tried anything yet, why not?

The approach the modern engines take is adaptive ray tracing done in shaders. It handles everything, including reflections. The texture of the material is typically a mix of geometry, shader-driven adjustments to the material position, and surface normal adjustments done both by a texture and often also by shader. The approach is usually far beyond what an individual hobbyists could do, most individuals would probably implement it with either cpu-based ray tracing or a shader doing screen-space reflection.

JoeJ
JoeJ

Looks like unshadowed area lights to me. Usually done by integrating form factor of shapes like rectangles, spheres, or polygons.
It's not very expensive. Due to the lack of shadows no ray tracing is needed.

Some random article, but there is a lot more to find: https://learnopengl.com/Guest-Articles/2022/Area-Lights

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