Hi,
got a bit of riddle, atleast for me. Im doing arch-viz, for lighting I use HDRI with saturation turned down to zero. It leaves me with gray background, which isnt very nice (also most HDRI dont look good anyway, cant match them correctly to get natural feeling and correct perspective). So I made background where I would put hedges or just blue sky, which pass throu light without coloring it (dont know if im describing it well, im not very good with english) and blends a bit with HDRi. In the end it looks like this:
But as you can see in mirror relfection we can see only HDRi background without my background. Im not sure if I messed up something with nodes or is it render settings:
Here is my glass window setup:
Here is my background material setup:
For mirror material im just using principled BSDF, metallic on full, roughness on zero.
Im not putting my HDRi setup here, cause it’s not containing anything interesting. Texture cordinate → mapping → HDRi → Hue → Background → output
I will be very grateful for any ideas how to fix it
Yes, I want to see reflection of view from window. Right now reflection is ignoring the background mesh/thingy that I put outsing and showing only HDRi. Ofc solution cant disturb lighting that i have now too much
Thats not it. I know it cause it’s not only in this project, i struggle with it for very long time. If you put mirror 180* to the window then you get this:
Sorry, my arrows might not be perfect, i just meant to show with them diffrence in what we can see behind window and whats on the reflection in mirror. Tiles are ok the way they are now
I can’t understand too much…
You want that the reflections , generally speaking, will show the blue background cylindrical mesh and not the HDRI.
Am I correct?
And this without affecting lighting and you want that the direct view from window will show the HDRI and not the background. Correct?
Yellow reflection
Fuxia diffuse (lighting)
Blue direct view
(I’ve simplified the material applying a Transparent shader to the window glass…putting back the original mix shader, I think that I should add a mix shader with a Transimission Light Path as mix factor)
As I can’t write here for next hours, I’ll put here the modified scene as the image attached.
It is a bit tricky because reflections will change the lighting, you could do this to your background shader so that the background shows up in the reflections, but it will affect the lighting a bit and give the walls ceiling a slight blue tint.
It’s something Not perfect but much better. Thanks!
Yeah, when im thinking about it now, what im trying to achieve isnt pshysically correct. That’s why probably it’s so hard to get as result in blender. Since my background doesnt emit anything, and reflection is rays reflected there is nothing to show in mirror.