Trying to make a closed mirror room

Hello, so I'm trying to make a mirror cube that's completely closed, to try artistic stuff with infinite relflections coming from everywhere.
Makeing the mirror cube is easy. But I have two problems :

- First, the light. I want an uniform light coming from all directions, as if the cube walls were emitting lights instead of being reflections. with a closed cube it's pitch black.
- Second of all, and that's tricky, the color. with the solutions i've tried such as using a point light in the cube center, everything that's not a reflection is black. (i've put one character inside my cube). So in a physics perspective that makes sense. light bounces on the character and reflects the character, so everything else is black.

So to have a mirror cube that also is a white cube, i've thought of making a slightly smaller one inside of the mirror cube that isn't a mirrror but emits white light. But now i need to find a way so the cube is invisible in render but the light emitted still is ?

Do you have a solution in mind or is it impossible to achieve in daz and aslo from a physics perspective ?

Thank you.

Comments

  • barbultbarbult Posts: 27,451
    edited August 14

    Try just changing the Emission Color of your mirrored cube surface from Black to White in the Surfaces pane.

    (The mirror shader I used on the cube is probably one you don't have. Just use whatever mirror shader you have.)

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  • One option, Make the mirrors emissives.

    you do this by changing the Emission color from black to any other color.

    You'll need to play around with the Luminance to get the right brighteness.

    I will say, you won't get an "infinite" mirror effect regardless of lighting, it will fade off/stop  after a few dozen. 

  • SpokkSpokk Posts: 0

    barbult said:

    Try just changing the Emission Color of your mirrored cube surface from Black to White in the Surfaces pane.

    (The mirror shader I used on the cube is probably one you don't have. Just use whatever mirror shader you have.)

    Ok so i've tried this.
    First, a few infos. My cube is a simple primitive and i pushed metallicity to 1. No shaders. I decided i was going to figure the whole mirror thing afterwards.
    I put the emission surface in white like you suggested but my result shows some cloudy, washed down reflections. Like yours do too but mine looked worse. Maybe the shader is the issue. 

  • felisfelis Posts: 6,490
    edited August 14

    This is with a 4 m cube, made with 6 planes (I hate when the normals are wrong).

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  • crosswindcrosswind Posts: 10,230
    edited August 14

    Spokk said:

    barbult said:

    Try just changing the Emission Color of your mirrored cube surface from Black to White in the Surfaces pane.

    (The mirror shader I used on the cube is probably one you don't have. Just use whatever mirror shader you have.)

    Ok so i've tried this.
    First, a few infos. My cube is a simple primitive and i pushed metallicity to 1. No shaders. I decided i was going to figure the whole mirror thing afterwards.
    I put the emission surface in white like you suggested but my result shows some cloudy, washed down reflections. Like yours do too but mine looked worse. Maybe the shader is the issue. 

    Because the more Lumen the mirror surfaces emit, the more matte effect (kinda cloudy, blurry), i.e. diffuse reflection you'll see in the mirrors, so you may control the Luminance value very low, 0.1 ~ 0.5, then add 2 ~ 3 point lights near the object to make the reflected objects brigher in the mirrors. 

    You should be able to get a much clear reflection result.  Use a Depth of Field on the camera if you want to make the far end blurry. You also can change the color of the cube surfaces to make more subtle effect.  Set fixed value in Max Path Length to limit light bounce in reflection....

    Then do some post work as needed.

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