I would like to use mesh as a reflective material so I can bend and twist the mesh, but I only want the reflection to be rendered that is coming form the mesh and the mesh hidden.
One way I have found I can do this is to lower alpha on principle bsdf, but this severaly fade the reflection also. I know there is better way ,but I don’t know how to do it so please help me out
If possible I would like be able to see the reflection on the view port as well while I’m workin so not only when I render image.
Here’s a file example where I have reflective mesh under cube. This is the arrange ment I will be using on my work too. hide mesh but keep the reflection.blend (872.3 KB)
I don’t think you understand what I’m after here. I want the cube to be visible. I also want the reflection that is coming out of the plane to be visible, but hide the plane and leave the reflection on so it’s like transparent plane that reflects the cubes emission. and If I use that camera off to cube it only hides the cube like it hides the plane.
Try changing the material on the plane to a Glossy BSDF shader.
That will work if you have a plain background color, as the plane will be reflecting that solid color as well as the cube.
If you want to put it into a scene with more objects, then you may need to look at doing something in the compositor. Or set the object visibility of those objects to not have the Glossy option checked.
If I use glossy bsdf on the plane this works when the background is what it is on the blend file, but if I use hdr then the plane will be visible as well.
since I haven’t found solution to this on the net it could be possible that this just isn’t possible and reflections are bound by code to the mesh and alpha channel like I mentioned at the beginning only makes the mesh transparent since it fades it out from view and thus also fade out the reflections on it too.
It is possible, but it needs you to render different passes, and bring them together in the compositor.
This is a decent tutorial of the process: https://youtu.be/cr4828-YfSU
this as an isolated case works, but when I have alot of stuff in a scene where I need to use this I think it’s not possible since I need to separate about 100 other mesh object from the sun and the reflection so how’s that work then ?
I also use sompositor to add bloom effect to the whole scene
Also could you share the compositor file I don’t know what is “greater than” node.