ReflectMat

ReflectMat produces reflections from lights without falloff. Supports layered lights and light sphere simulation.

Updated: 16 October 2011

Author: jonathan

Compatible Nuke versions: 6.0 or later

Compatibility: Source

This shader reflects lights into the selected color layer.

If a light is 'delta' type (spot, point) the light will show up as a small disc who's size is determined by the 'light sim diameter setting.  If it is a light that supports textures like Environment or ReflectionCard then the reflected color will be the textured image.  ReflectionCard lights have an accurate spatial relationship to the surface and will properly layer in Z, obeying the light's alpha (as opposed to an environment light which only has a rotational relationship to the surface.)

It also supports multisampling and layered lights, which means that lights which report  their distances accurately will be Z blended together rather than simply added together.  This is necessary to support multiple reflection cards and environment spheres in the same render layer.

Note that the current Environment light shipped with Nuke always reports it's distance as 1 so it will NOT layer correctly, and multiple Environment lights could possibly intersect.

v1.1 update:  Fixed a bug which caused a crash when the map input was used.  Added a blend mode switch to let the user enable/disable Z blending.

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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