No reflection :-/ when raytracing

Hi all,

Im trying to make this sphere reflect in my water scene.
My ocean shader has : reflectivity set to 1 (in the specualr shading part)
also the object is set to : visible in reflections

raytrace is on

any ideas why there doesnt appear a reflection (see image)?

Regards,
Iskandar

There are several things that conspire to hide raytrace reflections on the default ocean setup.
Make the environment ramp on the ocean all black.. it adds to object reflections, which instead should be backlight against the reflected sky.
Make the specular color white and the specularity 1.0.
If you need more reflectivity increase the refractive indexalthough keep in mind that this makes the ocean more like mercury, rather than water. Water is actually not very reflective at direct view angles. Grazing angles are much more reflective due to the fresnel effect. The rolloff in reflectivity from this effect is controlled by the refractive index. High refractive index materials, like metals, are nearly totally reflective at all incident angles.

Also note that the bottom of you sphere is black. If the scene behind it is also dark you may not see it.

You may also wish to make the water color darker, so that it does not wash out the reflection. For the strongest reflections you need to have the water color come mostly from the reflected background, not the shader.

Duncan

thanx duncan,

i looked up some ref material on the interweb and i found that the clouds arent reflecting in the ocean, i thought they did, but they dont, so i leave the reflections for what it is.

Only water without lots of movement reflects things.

Regards,
Morrowyn

If by clouds you mean fluids or fog nodes, you simply need to enable the visible in reflections attribute on these nodes. This attribute is on by default for normal geometry, but off on these nodes because they are more computation intensive.

Moving water reflects things just as much as calm, but the shapes get broken up so it is harder to see. The reflections are more evident for objects nearer the surface.

Duncan