specular_ray_depth keyframed over time (1-50)
This simple tutorial shows you how to create an infinity mirror scene. It demonstrates what happens when a light is traced multiple times inside a reflective cube. The specular_ray_depth is increased to reveal multiple reflections inside the cube. The scene consists of a simple reflective tapered cube with a point light inside it (far end) and a camera pointing at it (also inside the cube).
A scene file can be downloaded here.
Start off by creating a cube and scaling it out in one direction.
Select the end face of the cube and taper it out slightly. This will help to create more internal reflections.
Create a point light and position it towards the back face (tapered end) of the tapered cube.
Create a camera and position it at the other end of the cube (inside it) pointing at the point light.
Camera pointing at a point light inside a tapered reflective cube
Render using the default specular_ray_depth: 1
Increasing the specular_ray_depth value will dramatically increase render times.
1 (default) | 10 | 20 |
You may need to increase the number of specular samples to resolve some of the specular_roughness noise for final rendering.