Hi, I’m new here and couldn’t find a thread where to introduce myself, so I’m doing it here along with my little texturing problem, if that’s ok
I’m a Student from Germany and have been playing around with Blender for almost 3 months so far, and now got stuck with a problem I can’t really solve und hope to get some help here.
I’m having problems creating clear visible reflections on textured objects.
I both read the “how to create realistic puddles” and watched the “how to create a realistic tunnel” video tutorial and in both cases I can’t really create the same effect. The second Texture with the black and white spots that reveal reflections via Ray Mirror works fine, but the “solid” texture benath does not reflect clearly.
I got here this very simple scene with a textured plane and a textured cube which is supposed to be reflected on the plane.
I’m using a simple floor texture for the Ground and a texture (done with photoshop) with black dots on a pure white area for the raymirror effect (just for testing purpose in order to clearly see the reflected areas)
With Raymirror and RGB to Intensity checked (but not the ground texture activated) I get this picture, which is fine so far…
Now I want to maintain those reflected areas but want those “white spots” (that used to be black in the jpg file) to be united with the ground texture, but the effect is this here
For stuff like this, it’s very useful for others if you provide a blend file of your current problem. It is generally quicker than running through all the possibilities of what you might have done. Don’t forget to pack your textures (File–>External Data–>Pack into Blend file)
From your post it looks like you’ve only got the colour and bump active. Did you add a new texture when setting up the mirror effect? This would be the third image in the adding reflections section of the how to make realistic puddles tutorial.
Some colors are reflected on the ground. But the texture is too rough. The reflection is completely broken up by the roughness. Try removing / reducing the roughness and see.