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