I’ve seen a few people actually create objects that work as mirrors and reflect images, but it always takes a ton of coding and is very buggy. I think it would be cool if we could allow parts to become reflective mirrors. Unless this already exists and I haven’t found it. Anyway to have it as a built in setting of parts.
This doesn’t exist partly because this would exponentially increase the cost to render everything.
Water has reflections, why not parts.
And ok echo.
In fact, it’s different. Horizontal water can use the existing framebuffer to render reflections and refractions, without introducing additional render targets or portals.[/quote]
Parts reflect the Skybox when you set the Reflectance property to 1. I guess it’s doing the same thing as water?
Terrain water uses screen space reflection, which is possible due to the fact that every reflection you would see in the water is in front of your camera and players won’t easily notice that it isn’t actual reflection, you can’t use this for a “mirror” type of object because the reflection needs to be very accurate for it to be useful.
Reflection in most games is done by having multiple viewports and pasting a viewport on a surface like you would with a decal, or simply with reflection mapping (like parts with high reflectance) but that won’t behave as a mirror. (Even with multiple viewports, you can only reflect once, so if you see a mirror in a mirror, it will look like a regular part.)
Yeah, that was the first thing I realized is that for in-game mirrors to work, they couldn’t reflect other mirrors, because it would create an infinite render and crash. But still, it would be nice to be able to use multiple in-game cameras, for this effect and other things that I’m sure have been mentioned in other threads.
Can I just bring up: New metal material with similar reflections to water needed.
Or they could just repurpose the Reflectance property (which according to the wiki goes between 0 and 2) for that.
[quote] Water has reflections, why not parts.
And ok echo. [/quote]
Most actual multi-million dollar companies don’t even have legit mirrors, I doubt roblox loves us that much to actually have real reflective parts qq
Actually, it wouldn’t crash. You’d render mirror A first, which would see an empty mirror B. Mirror B would then render, seeing whatever was on Mirror A (or blank, depending on the order their engine does it).
Essentially each frame you’d have the mirrors going into more and more depth, but once they ran out of pixels, you’d stop noticing the cloning.