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To do dynamic reflective surfaces with Filament, possibly including planar mirrors, does one need to do anything besides set the appropriate material properties? And can you give a quick and dirty explanation of how it works? Of course I know that rendering reflections can be accomplished using ray tracing, but Filament doesn't do that. In my previous OpenGL work, I've implemented planar mirrors by doing an extra render from the point of view of a camera reflected across the mirror, so the more mirrors are in the scene, the more renders need to be done. I'm guessing that Filament does something much smarter than that. |
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Filament currently only offers built-in support for cubemap based reflections (via |
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Filament currently only offers built-in support for cubemap based reflections (via
IndirectLight
). We do plan on adding screen space reflections at some point. If you want to do planar reflections you can do it exactly as you described and I believe we have a sample or two showing how to do it. CC @prideout