One side transparency in building windows

Hey @mawa!

Thanks and thanks! :slight_smile:

Yes, the reflections are far from real and I have just noticed, that the spheres are reflected upside down and the scaling ehm, it is another story, but I leave the remaining issues to be fixed by someone else, maybe even by you :slight_smile:

Also it would be cool to calculate the relative position of reflected objects from the reflector origin and decide dynamically, which objects can be reflected by a given reflector.

Originally I wanted to share only the concept of the transparent custom shader and didn’t pay too much attention to the reflections, because as I already wrote, I don’t need them in my project, now. But I felt a bit dumb after demonstrating the shader with the cube reflection texture :smiley: so I tried to fix it by the new PG.

To tell the truth, I don’t have too much time to play with these things now and the lack of knowledge of some concepts also bothers me, but I will get back to this reflections stuff sooner or later. As you have noticed, I am a newbie here, so please, if you or anyone else have any suggestions I will gladly implement them, or will try to, at least.

Thanks!

EDIT: I started a new thread on the new PG here: Building windows with inside transparency and "real" outside reflections