DOI: 10.13140/RG.2.2.23963.82724
https://www.researchgate.net/publication/337198734_BLENDER_TUTORIAL_VARIOUS_3D_OBJECTS_MIRROR_REFLECTIONS_AND_LIGHTING
Mirror reflections are computed in the Blender Render and Cycles Renderers using ray tracing. (n.b. Reflections are not available in the Game Engine). Ray tracing can be used to make a material reflect its surroundings, like a mirror. The principle of ray-traced reflections is very simple: a ray is fired from the camera and travels through the scene until it encounters an object. If the first object hit by the ray is not reflective, then the ray takes the color of the object. If the object is reflective, then the ray bounces from its current location and travels up to another object, and so on, until a non-reflective object is finally met and gives the whole chain of rays its color. Indirect Lighting adds indirect light bouncing of surrounding objects. It models the light that is reflected from other surfaces to the current surface. Is more comprehensive, more physically correct, and produces more realistic images. It is also more computationally expensive. https://docs.blender.org/manual/en/2.79/render/blender_render/materials/properties/mirror.html Attribution-ShareAlike 2.0 Generic (CC BY-SA 2.0) https://creativecommons.org/licenses/by-sa/2.0/ - https://docs.blender.org/manual/en/2.79/render/blender_render/world/indirect_lighting.html - rastermon.com - Blender is the free and open source 3D creation suite. It supports the entirety of the 3D pipeline—modeling, rigging, animation, simulation, rendering, compositing and motion tracking, even videoediting and game creation. https://www.blender.org/. - Blender software. 2.79b Version. About, License & Development. https://www.researchgate.net/publication/328677236_Blender_software_279b_Version_About_License_Development - Modern accessible application of the system Blender in 3D design practice. https://www.researchgate.net/publication/312033613_Modern_accessible_application_of_the_system_Blender_in_3D_design_practice
Tihomir Dovramadjiev PhD. Blender Tutorial. Various 3D Objects. Mirror Reflections and Lighting
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BLENDER TUTORIAL. VARIOUS 3D OBJECTS. MIRROR REFLECTIONS AND
LIGHTING
Presentation · November 2019
DOI: 10.13140/RG.2.2.23963.82724
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2. BLENDER TUTORIAL. VARIOUS 3D OBJECTS.
MIRROR REFLECTIONS AND LIGHTING
Assoc. Prof. Tihomir Dovramadjiev PhD Eng.
Technical University of Varna
Department Industrial Design
tihomir.dovramadjiev@tu-varna.bg
3. 2019 2
BLENDER SOFTWARE
- Blender is the free and open source 3D creation suite. It supports the entirety of the 3D pipeline—
modeling, rigging, animation, simulation, rendering, compositing and motion tracking, even video
editing and game creation. https://www.blender.org/.
- Blender software. 2.79b Version. About, License & Development.
https://www.researchgate.net/publication/328677236_Blender_software_279b_Version_About_Licen
se_Development
- Modern accessible application of the system Blender in 3D design practice.
https://www.researchgate.net/publication/312033613_Modern_accessible_application_of_the_syste
m_Blender_in_3D_design_practice
4. 2019 3
Mirror Reflections
Mirror reflections are computed in the Blender Render and Cycles Renderers using ray tracing. (n.b. Reflections
are not available in the Game Engine). Ray tracing can be used to make a material reflect its surroundings, like a
mirror. The principle of ray-traced reflections is very simple: a ray is fired from the camera and travels through the
scene until it encounters an object. If the first object hit by the ray is not reflective, then the ray takes the color of
the object. If the object is reflective, then the ray bounces from its current location and travels up to another object,
and so on, until a non-reflective object is finally met and gives the whole chain of rays its color.
Eventually, the first reflective object inherits the colors of its environment, proportional to its Reflectivity value.
Obviously, if there are only reflective objects in the scene, then the render could last forever. This is why a
mechanism for limiting the travel of a single ray is set through the Depth value: this parameter sets the maximum
number of bounces allowed for a single ray.
Note
You need to enable ray tracing in your scene settings if you want to use ray-traced reflections. This is done in the
Render Shading panel.‣
The Mirror Color in the mirror panel is the color of the light reflected back. Usually, for normal mirrors, use white.
However, some mirrors color the reflection (e.g. metals), so you can change the color by clicking on the color
button. The amount of mirrored reflection is determined by the Reflectivity value. If set to something greater than 0,
mirrored reflectivity will be activated and the reflection willbe tinted the color set in Mirror Color.
Links:
https://docs.blender.org/manual/en/2.79/render/blender_render/materials/properties/mirror.html
Attribution-ShareAlike 2.0 Generic (CC BY-SA 2.0) https://creativecommons.org/licenses/by-sa/2.0/
5. 2019 4
Mirror Reflections / Options
Enable ray-traced reflections
Enable or disable ray-traced reflections.
Reflectivity
Sets the amount of reflectiveness of the object. Use a value of 1.0 if you need a perfect mirror, or set it to 0.0 if you
do not want any reflection.
Mirror Color
Color of mirrored reflection By default, an almost perfectly reflective material like chrome, or a mirror object, will
reflect the exact colors of its surrounding. But some other equally reflective materials tint the reflections with their
own color. This is the case for well-polished copper and gold, for example. In order to replicate this within Blender,
you have to set the Mirror Color accordingly. To set a mirror color, simply click the color button in the mirror panel
and select a color.
Link:
https://docs.blender.org/manual/en/2.79/render/blender_render/materials/properties/mirror.html
6. 2019 5
Mirror Reflections / Anisotropic
The shape of the reflection, from 0.0 (circular) to 1.0 (fully stretched along the tangent). If the Tangent Shading is on, Blender
automatically renders blurry reflections as anisotropic reflections. When Tangent is switched on, the Anisotropic slider
controls the strength of this anisotropic reflection, with a range of 1.0 (default) being fully anisotropic and 0.0 being fully
circular, as-is when tangent shading on the material is switched off. Anisotropic ray-traced reflection uses the same tangent
vectors as for tangent shading, so you can modify the angle and layout the same way, with the auto-generated tangents, or
based on the mesh’s UV coordinates.
Link:
https://docs.blender.org/manual/en/2.79/render/blender_render/materials/properties/mirror.html
7. 2019 6
Mirror Reflections / Fresnel Examples
Demonstration of the Fresnel effect.
With values equal to (from top to bottom) 0.0, 2.5 and 5.0.
Link:
https://docs.blender.org/manual/en/2.79/render/blender_render/materials/properties/mirror.html
8. 2019 7
Indirect Lighting
Indirect Lighting adds indirect light bouncing of surrounding objects. It models the light that is reflected from other
surfaces to the current surface. Is more comprehensive, more physically correct, and produces more realistic
images. It is also more computationally expensive. Take a look at the following examples of a scene lit with Direct
Lighting and both Direct and Indirect Lighting:
Images courtesy of rastermon.com.
Links:
- https://docs.blender.org/manual/en/2.79/render/blender_render/world/indirect_lighting.html
- rastermon.com
9. 2019 8
Indirect Lighting only works with Approximate
gather method.
Options
The Indirect Lighting panel contains two options:
Factor
Defines how much surrounding objects contribute to light.
Bounces
Number of indirect diffuse light bounces.
The Gather panel contains settings for the indirect lighting quality. Note that these settings also apply to
Environment Lighting and Ambient Occlusion.
Links:
- https://docs.blender.org/manual/en/2.79/render/blender_render/world/indirect_lighting.html
10. 2019 9
Indirect Lighting only works with Approximate
gather method.
The Approximate method gives a much smoother result for the same amount of render time, but as its name states,
it is only an approximation of the Raytrace method, which implies it might produce some artifacts and it cannot use
the sky’s texture as the base color.
This method seems to tend to “over-occlude” the results. You have two complementary options to reduce this problem:
Passes
Set the number of pre-processing passes, between (0 to 10) passes. Keeping the pre-processing passes high will increase render time, but will
also clear some artifacts and over-occlusions.
Error
This is the tolerance factor for approximation error (i.e. the max allowed difference between approximated result and fully computed result). The
lower, the slower the render, but the more accurate the results… Ranges between (0.0 to 10.0), defaults to 0.250.
Pixel Cache
When enabled, it will keep values of computed pixels to interpolate it with its neighbors. This further speeds up the render, generally without
visible loss in quality…
Correction
A correction factor to reduce over-occlusion. Ranges between (0.0 to 1.0) correction.
Links:
- https://docs.blender.org/manual/en/2.79/render/blender_render/world/indirect_lighting.html