position pass on reflection

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Hello,
I was making a shading test to tweak the depth pass on reflecting object. The goal was to make the reflected environnement depth like there was no reflecting object.
Just link the PzRefl on vopshere shader output and link the Pz on the vopenv shader output to see what I attempt to explain.

Now I would like to make the same kind to thing with the world position pass. but I am stuck and can't figure what kind of transformation to perform.

Thanks for your help.

Attachments:
wpp_refl.hip (269.9 KB)

http://vimeo.com/vbkstudio [vimeo.com]
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