How would you go about to make a reflection of off the part (wall) so it will have a glow//glossy look and a bit of reflection as shown in the image
I was thinking try finding a texture and then try add a reflection via a mirror but I don’t think its possible to do so in one single part so maybe add another part in front that’s almost invisible and add the mirror on it.
The only option currently to do this realisticly is to duplicate the room, invert it, put it on the other side of the mirror, and put a translucent part in between. If you want to learn more, there are several other posts on this(just search up mirror and you’ll find them)
If you need to have mirrors, what you could do is make the mirrored rooms visible only if the player is in the room with the mirror by using a localscript.
The best you can do is to duplicate the room/highlights past the mirror. If that doesn’t work because there are other rooms in that spot where the mirrored stuff should be, then you’re out of luck with that method. Unfortunately Roblox doesn’t have dedicated mirroring features.
Unfortunately I cant go about and do it that way Im trying to find an alternative way instead of using mirror trying to do something different by using Roblox textures and make it look at least glossy as I can because its also hard to find glossy wood to then import in Roblox to look good…
For future reference: typing it like @CrazySnoopyLove will work fine, you don’t need to add links behind them. Example: @CrazySnoopylove (notice Discourse automatically highlights it and notifies you that I mentioned you). Useful and convenient!
Wait for Future Is Bright (on the roadmap). It is planned to release before the end of the year and it should make lighting detail, specular, and ambience more realistic for more reflective material.
No. The engine does not currently support multiple cameras and mirrors (at least what I could assume from hackweek). It does, however, support water reflection.
If you dont want a detailed reflection, and you just want it to look glossy, layer the materials. Wrap the wood part with a glass part 0.01 larger in each dimension, and make it transparent and shiny. Play around with the settings until you get just the right amount of glossy sheen.
That what I was experimenting with and trying to do all day and adding more material to add some effects and experimenting with the lights still didint find the perfect 1 that I would use. And whats more holding me back is the textures of it, because im looking for good wood grain texture finish that when enlarged would look like one and not have a line in between
This is not effective whatsoever, but as this seems to be the only method (would not recommend unless for a showcase), but to have reflections, I’ve seen people duplicate the entire scene, rotate it 180 degrees along the respective axis for the reflection (I’ll add images, just explaining it.), and then lower the transparency of the part.
(Accidentally pressed “Post Reply”, so I’ll just add it in an edit. My apologies.)
EDIT: Okay, so this isn’t probably what you were looking for, but this is somewhat useful for floors, not reflections of light. It doesn’t adequately show the reflection of light (even in the Future is Bright).
IF YOU DON’T CARE ABOUT HOW I WAS WRONG, START READING HERE.
Although, I do have something that would work. If you know how to use Blender, there is something called “baking.” It essentially allows you to “bake” the lighting features onto the texture. I, personally, haven’t done this, but I’ve seen some builds on Roblox that utilize this feature from Blender (I’m unsure if this is solely confined to Blender, as it’s the only 3D modelling software I’ve used. So for any of those that use C4D, I apologize if I misrepresented your superior software.)
This is an excellent tutorial on how to do this.
I hope I may have aided in your development, and I wish you luck!
As for the reflection by duplicating to the other side as suggested as well by the other replies I cant go about doing that because the Build itself have a lot of parts as it is and also small rooms all over and beside its a Super yacht…where you can see all over the place (outside and inside) but for the Blender one I’l look more into it
Alright, thanks for replying. The method I sent was inefficient and primarily used for large, up and down reflections in places like showcases. But baking light onto it might solve your issue, as the cycles rendering system is a lot more accurate than the Roblox, seeing as how it’s not meant to be run at 60 FPS (like Roblox.)