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Infinity Mirror Scene - Arnold for 3ds Max

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 .ass file can be downloaded here. A scene file can be downloaded here.

Scene

  • 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

Shading

  • Assign a standard_surface shader to the cube and change the following attributes:
  • Reduce the base_weight to 0. We only want to see specular reflections inside the cube.
  • Reduce the specular_roughness to a very low amount. Something like 0.004. This value will depend on how high the specular_ray_depth is set. With a high specular_roughness value and a high specular_ray_depth the resulting render may look too bright.
  • Render the scene. You should see something like the render below using the default Arnold render settings.

Render using the default specular_ray_depth: 1

Specular Ray Depth

  • Try increasing the specular_ray_depth to see more internal reflections of the point light.
Important:

Increasing the specular_ray_depth value will dramatically increase render times.

1 (default) 10 20
Note:

You may need to increase the number of specular_samples to resolve some of the specular_roughness noise for final rendering.

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