Faye Blackheart Posted August 16 Posted August 16 Hi all, I am still getting acclimated to the new PBR mirror technology, but have been able to get it to work consistently with decor items. It does tend to be a little finicky, in that when you have 2 mirrors rezzed in the same area, one works while the other stops...but that seems to be the norm? If anyone knows how to overcome that glitch I'd love to know! Also, I've noticed some inconsistent mirror behavior when in sky platforms vs. on the ground (I assumed that, as usual, strange things happen at high altitudes), and oddly enough I've noticed that when I make the mirror, it often helps for me to grab a copy and then rez a fresh one out before it starts working properly. I don't know if that's because I'm on Firestorm, or losing my mind...but the mirror function has been anything but predictable. Curious if others have experienced the same/similar odd behavior with mirrors. That aside, my main reason for posting here is that I have been experimenting with implementing the same mirror function on a pair of Aviator sunglasses (which I thought would be a neat stylistic option). What I've observed is that the mirror function doesn't seem to work from a forward-facing view (if you stand in front of the person wearing the mirror Aviators, you do not see a reflection...just the nice shine/materials benefit). But, when you zoom in from a sharp angle to the side, you can see mirror working. It is very bizarre, and hard to describe...so I took a short Gyazo video so you can see what I mean: Firestorm-Releasex64 7.1.9.74745 - Faye Blackheart (gyazo.com) At the very end of the snippet, you can see reflection of the surrounding environment only when I cam from the far side. But from the front view, there is no mirror reflection visible. Is this just the universe telling me that mirrors are to be rezzed and not worn (which may be a good point in general for the sake of people's computers)? Is there a trick to wearing mirrors? Should I angle the reflection probe to be the same angle as the lenses (which are at maybe 5-10 degrees tilt), or keep it perfectly vertical? Has anyone else tried something similar with any luck? Thanks in advance for any thoughts/insight. Feel free to tell me to pound sand about wearing mirrors too...It may be a terrible allocation of computer resources. I am open to all feedback/suggestions! Best regards, Faye
Frionil Fang Posted August 16 Posted August 16 4 minutes ago, Faye Blackheart said: t does tend to be a little finicky, in that when you have 2 mirrors rezzed in the same area, one works while the other stops...but that seems to be the norm? If anyone knows how to overcome that glitch I'd love to know! Not a glitch, mirrors are strictly limited to one per view being active because they are very performance intensive. 5 minutes ago, Faye Blackheart said: Is this just the universe telling me that mirrors are to be rezzed and not worn Probes (of any kind) are not meant to be attached to avatars or moving vehicles and such, it's also by design. You'll have to settle for normal reflection probed reflections on glasses. If you absolutely need more detail you can enable realtime reflections to have the normal probes update more often as long as the probes themselves are set up as dynamic to reflect avatars at all, or arrange a static photo with a carefully positioned mirror probe that isn't attached to the avatar. Mirror probes also will reflect on surfaces that are very closely aligned to the mirror probe itself, any curvature or misalignment beyond a couple degrees will result in the reflection going away. If you want glancing reflections on shiny surfaces, you use the screen space reflections graphics option which might be what's happeninig in your video clip (but its quality isn't always great, and they can reflect only things you see in the main scene; objects outside the view or obscured for any reason won't be reflected). 2
Faye Blackheart Posted August 16 Author Posted August 16 13 minutes ago, Frionil Fang said: Not a glitch, mirrors are strictly limited to one per view being active because they are very performance intensive. Probes (of any kind) are not meant to be attached to avatars or moving vehicles and such, it's also by design. You'll have to settle for normal reflection probed reflections on glasses. If you absolutely need more detail you can enable realtime reflections to have the normal probes update more often as long as the probes themselves are set up as dynamic to reflect avatars at all, or arrange a static photo with a carefully positioned mirror probe that isn't attached to the avatar. Mirror probes also will reflect on surfaces that are very closely aligned to the mirror probe itself, any curvature or misalignment beyond a couple degrees will result in the reflection going away. If you want glancing reflections on shiny surfaces, you use the screen space reflections graphics option which might be what's happeninig in your video clip (but its quality isn't always great, and they can reflect only things you see in the main scene; objects outside the view or obscured for any reason won't be reflected). Thank you!!! Your response makes me feel much better, and that I am not crazy haha. Much appreciated!
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