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| Changing the reflection angle
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I’m wondering how to change the reflection angle of a highly reflective material (nearly mirror/ non-blurry/ non-anisotropic).
Think of a glass skyscraper facade with all the window glass supposedly planar. However, if you see clouds reflected in the glass, the reflection is broken up by each window pane because of the minute physical construction tolerances putting each window pane in a slightly different xyz plane. As such, each slightly different xyz plane or the window glass reflects a slightly different part of the clouds.
Unlike refraction angle, there isn’t a reflection angle slot. I don’t think I want anisotropic angle (do I?) because I want nearly mirror reflections, not elongated, just different angles.
Unfortunately I cannot model each window plane separately and tweak the vertices with noise, due to the complexity of the glass patterning (the glass patterning does not align with the geometry of the facade). I’d love to do this with a grayscale map or something like it that I can make in Photoshop.
I tried making gradient patterns and placing it in the bump slot (diffuse only) but that looked terrible.
Ideas?
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Thanks for the link; I couldn’t find this by searching. I was trying the noise slot; perhaps because I was using a gradient-photoshoped bitmap (8bit) I was ending up with actual divots (bumps) in the material, not a smooth distorted reflection.
However, for whatever reason, using 1) two noise maps in the checker slots, with the checker map directly in the bump slot, only gives bumped joints between tiles.
Using 2) a mix map, with the two noise maps in the color slots and the checker map in the mixer slot, gives the correct result.
Using either 1) or 2) in the diffuse slot gives the identical result. Strange…
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