Infinity Mirror Scene - Arnold for Katana
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.
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.
> Increasing the Specular Ray Depth value will dramatically increase render times.
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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.