ReflectionCard

A textured rectangular card (is really a light) that appears in specular reflections.

Updated: 15 October 2011

Author: jonathan

Compatible Nuke versions: 6.0 or later

Compatibility: Source

ReflectionCard is a rectangluar card that shows up in reflective surfaces - specifically in Material shaders that support specular (reflective) lighting calculations.  A common application for this would be producing reflections in windows that are positionally correct, as opposed to using an environmental light which is always infinitely large.

ReflectionCard is similar to the Card geometry node in that connecting the 'mat' input conforms the card's shape to the incoming image, it displays a textured card in the 3D viewer, and it contains similar controls for setting the focal-length and horizontal aperture.  Unlike the Card node, ReflectionCard is actually a Light node emits light and 'illuminates' the reflective surface - think of it as a backlit transparency or monitor surface that emits light.  Because of this there's some limitations to how the light's output composites with standard shaders like Phong or Specular because those shaders don't sort the light intersections in Z, so all lights will simply add together rather than compositing.  To solve this you must use the 'ReflectMat' shader (also on Nukepedia) which does this extra work.

This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

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