Reflection Maps
Note that these attributes have effect only if Reflections feature is enabled in currently active render node (see Render Settings Node section).
Note that environment reflections require that your reflected (not reflecting) geometry is at least moderately tessellated. Artefacts might appear otherwise. Be sure to tessellate or subdivide your meshes a little either using FurryBall subdivision or directly in Maya.
Environment Background
Background for reflection map or a reflection map itself (also known as HDRI). There are two possibilities to use environment background attribute:
Environment Bg Type
Environment background texture type: spherical type supported only.
Environment Bg Exposure
Intensity of environment background (texture only) can be adjusted using this parameter.
Reflect Map Type
This is the main attribute for reflections. When enabled a reflection map is created, reflection map is an environment map (HDRI) with scene rendered to it, it is very fast and brings the effect of true reflections. It is not suitable for all types of meshes however. See all reflect map related attributes for more details on how it works.
Grab static reflection map
Used only when Reflect Map Type is set to Static (1st frame). After push on this button, you will be asked for location to save reflection maps and after that scene will be rendered and saved into this location.
Reflect Map Size
Reflection map is a cube map texture with certain resolution, texture size is the same in all dimensions. You can adjust the resolution using this parameter.
Reflect Map Filter Samples and Reflect Map Filter Size
These attributes are used to blur the reflection, they depend on each other and should be tuned together. Number of filter samples means how many 'reflection rays' will be averaged when outputting single pixel and filter size means how their direction can vary. Use the 'try and see' method when learning what it does.
Advanced Reflections maps
Note that these attributes have effect only if Reflections (see above) are enabled.
Advanced Reflections
Enables advanced reflections using multi-layered environment reflection maps from three points near the center of the mesh. Advanced reflections provide physically correct reflections at a high computational cost.
Enable Refraction
When Advanced Reflections are enabled and advanced environment maps are built, they will be used for correct refraction as well. If disabled, fake refractions will be used (see Material Node section).
Paste Simple Background
If enabled, the result of non-advanced (simple) reflections will be pasted where nothing would be refracted (due to artefacts or rays hitting nothing). Use as a fix for some artefacts.
Discontinuity Skip
Tune this parameter to suppress artefacts given by discontinuities in depth from the point of view of mesh center.
Sampling Step
Tune this parameter to lower values to get more precise reflections at a higher computational cost. Recommended and default value 0.5.
Suppress Around Edges
Suppress advanced reflections around mesh silhouette edges. Zero means no suppression.
Reflect Map Bias
Tune to remove depth-acne (similar to shadow-maps). Recommended and default value 0.05.
Extra View Displacement
Three centers of rendering are used to generate advanced environment reflection maps. This parameter controls how far (in world units) they are apart (each moves along different axes). The further, the more extra detail they capture but also the lower precision they provide.
Reflect Map Layers
Controls how many layers are used for advanced reflection env maps. Use higher numbers for complex scenes. Also try hiding objects "inside" reflective bodies from reflections (Visible in reflections Maya mesh attribute). Higher numbers of layers cost more memory and more time to pre-compute.
Reflect Map Bounces
Controls whether secondary rays are reflected/refracted.
Pivot Parameters
Pivot position and Pivot relative
Scene into reflect map is rendered from mesh center as default. You can change position by setting this attribute. This attribute is relative to mesh center or absolute in Maya world space using Pivot relative attribute.
Planar reflections
Planar Mirror
Special type of reflective geometry is planar mirror, planar mirror is applicable only on planar mesh (or slightly wavy). Planar mirrors are always dynamic and their reflections are true. Planar mirrors can have significant performance hit. Note that bumps and other small deformations are supported on planar mirrors.
Planar Mirror Blur
Reflections in planar mirror can be blurred using this parameter. Performance hit can be noticeable for higher values.
Planar Mirror Resolution Scale
Each planar mirror is rendered into texture with resolution corresponding to their screen space size. This attribute can scale the resolution (down) and save both memory and rendering time, when possible.
Bump Distortion Strength
Bump textures bound to planar mirrors can be used to distort the reflections. Set this setting to 0.0 if you want to have simple and clear planar reflections. Default setting is 1.0.
Pivot Parameters
Reflection Plane Normal and Refl. Plane Normal Relative
Orientation of planar mirror is in direction of planar mirror average normal as default. You can change this average normal by setting this attribute. This attribute is relative to average normal or absolute in Maya world space using Refl. Plane Normal Relative attribute.
Planar Mirror Pivot position and Pivot relative
Scene into planar mirror is rendered from camera position as default. You can change position by setting this attribute. This attribute is relative to camera position or absolute in Maya world space using Pivot relative attribute.
Common Parameters
Reflect Map Distance Min
When creating a reflection map, scene is rendered to a cube map with camera positioned in the center of a mesh that will be reflective. In some cases there is a need to adjust render distance range. For example if you have a car mesh and you want its surface to be reflective you create a reflection map but there will be objects from the interior of the car (seats, dashboard, ...) because reflection map is rendered from the center of the car. Reflection map should always contain objects only from outside. To remove those objects from reflection map you can disable Maya attribute Visible In Reflections (which is supported by FurryBall) or adjust this attribute so only objects farther than minimum distance will be rendered.
Reflect Map Distance Max
Maximum distance for objects to be rendered to reflection map, see Reflect Map Distance Min for more details.
Reflection Desaturate
Common attribute for both reflection maps and planar mirrors. Reflections are desaturated using this parameter.
Reflection Attenuation
Common attribute for both reflection maps and planar mirrors. Reflections are attenuated when reflecting distant geometry.
Features in Reflections
Enables or disables features in reflections for save some time.
Hair
Enables or disables rendering hair systems in reflections.
Fluids
Enables or disables rendering fluids systems in reflections.
Particles
Enables or disables rendering particles systems in reflections.
Shadows
Enables or disables rendering with shadows in reflections.
Transparency
Enables or disables rendering transparent objects in reflections (only for planar mirrors, environment maps hasn't transparent objects support). If disabled, then transparent objects will be rendered as opaque in reflections.
Fresnel
Enables or disables Fresnel attenuation on Blinn surfaces. The effect is controlled by "Specular roll-off" attribute.
Note: Do not combine planar and environment reflections on a single mesh. Use planar for planes or near-planes and environment for convex or near-convex meshes.
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