Reflections not displaying properly or as expected
tam_c3df5332fc
Posts: 152
Before somone asks - Windows 11 Pro - 12th Gen Intel(R) Core(TM) i9-12900K, 3200 Mhz, 16 Core(s), 24 Logical Processor(s) - Asus ProArt Z690-CREATOR WIFI - Daz Studio 4.20
If you look at the first image, then you will see the reflections in the metal is showing the computer consoles as white/ivory color and the same with the front windows which are supposed to be black space and stars are also showing in the reflection as white/ivory color - why?
If you look at the second image, that is what I expect to be reflected in the metal objects in the first image
The third image is a screenshot of the settings for the computer consoles - those numbers should not cause the reflections to be white/ivory color, when the direct render itself looks like a faded console screen. Heck, I want it to be more bright and spectacular, but if I raise the numbers any more, then I am affriad that a red shift might be actualized - bad joke
Thanks in advance, I am sure that I am missing something simple
EDIT: Is there a setting on the metal that the reflections are appearing on, that could be causing this to happen?

Comments
Attach a screenshot of the material of the windows -do they have an emitter value? (a light source) If they do, that might turn them white in a reflection (bits of the console might also have emission?)
As for the settings of a mirror, here's a v-simple check: https://bugs.daz3d.com/hc/en-us/articles/207530203-How-to-Add-Reflection-to-a-Mirror-or-Surface
A couple of videos if you want to know more about how-to:
and 
Thank you @kpr for your response
I have attached the emissions settings as you have requested.
I would like to point out that at one point and time the Emission Color was set to black and the reflections in the metal door still showed the consoles and front windows as white/ivory color
As for your suggestion about watching the mirror videos, I will do so but I am not sure how that will help, because the metal doors in the background are reflecting everything the room except for the items
that have an image set in the Base Color - that would be the consoles and the windows - everything else is reflecting as expected - see the second and third attached screenshots
I have re-attached the main image (4th attached image) so that you can take another look to see the reflection in the background on the metal doors - you can see that it is reflecting everything as expected, except for the consoles and the windows - do I have to do some kind of UV mapping for those items for the reflections to work?
Thanks in advance
Took a minute to figure yout what you werer talking about.
What does the console look like when you render it?
Unless i'm missing my guess here, you've got a bad material setup.
It looks fine in the preview, but in realtiy, it's got bad tiling.
If you don't mind, what set pieces is this?
If i've got it i might be able to diagnose it a bit better.
Which produt is it? If it is an older product with 3Delight materials make sure you remove any map from Reflection Colour.
Thank you for your response @DrunkMonkeyProductions - in the orignal post, the second image attached is the render of the console
Thank you for your response @Richard Haseltine - it is not an old product and I always apply Iray Uber to all my objects. The entire bridge was partly created in Blender
As you can see by the attached screenshot, when I search for "refl" it only finds one parameter - Glossy Reflectivity
Do you think changing the parameter to zero? I will give it a try to see if makes a difference
oops missed that one.
Try putting the Base texture in the Emissive Color channel.
IIRC, there is/was an issue with reflective surfaces and emissive surfaces that could cause this or a similar problem.
I'd also check the upper displays to see what settings are on those, as they seem to be reflected correctly.
See @DrunkMonkeyProductions for what'll v prob get you what you want
Thank you for the response @DrunkMonkeyProductions - I will tried your suggestion and it worked - see screenshot and full rendering
Thank you thank you thank you