I'm going to make a little supplemental video here because some people have asked how to create a near
which is definitely something you might need if you're doing architectural work.
So I'm going to show you the best solution I've found for Mir.
It's actually not as easy as you would think it should be.
And so I'm going to show you kind of the work around that people use to create a mirror.
The first thing that we need to do I'll delete this and go back so I put a little box in here that I
want to represent my near and it's working decent right now.
Let me show you exactly what I did.
Over here you need to look for the scene capture cube and drag it into your scene.
It looks like a camera will rotate it into place.
We want to put it facing back at the player right where this mirror is going to be.
Like so so I placed it right there.
Then we go down here into our content and we go to materials and textures and create a cube render target
we'll call it mere reflection and we go into this.
We make sure we select that the RFQ render target and what that does is project whatever this camera
is seen.
Into a cube like this cube rendering and there you go.
Now we can use this as the image that is going to be projected onto this mirror.
So what we do now is create a new material called the new mirror and you'll see I already did it once
but doing it for the benefit of you all.
So in new Mir we take this and we go to emissive color.
We drag do texture texture sample right here.
And then we have an air.
But that's OK to drag this out.
Type in refl. vector W-S as you reflect the vector W-S note here.
OK.
And go back to here.
Search for that projection.
We did what was called near-death like that.
So now we have a material that is constantly going to be reflecting what that camera sees.
So save this close out of here go back into our engine make sure here we have the new Mir material on
here.
Now you can see it's a little blurry.
So if we go in to here and let's have that resolution to 10:24 that might be a little overkill but it
will demonstrate what I'm talking about.
Close this down.
Now we should have a really sharp near reflecting whatever that camera is looking at.
Now you can see the scale is not perfect.
The scale remains the same regardless.
And you're right here it looks perfect.
But when you back up the scale and say that measurements the same.
So I believe that we would need to make a blueprint to change that.
But for now hopefully this helps a little bit in creating a mirror that works way better than just putting
a reflection sphere here which is highly inaccurate and blurry when it reflects on that near.
But this now you can see is projecting properly whatever that mirror would be seen.
So there you go there's a quick workaround solution.
I wish there was an easier way but right now that's the best thing we've found.
And I will add on any videos as they become known to me with new techniques or whatever for making this
better.
But for now that is the best way to create Ymir.
Keep in mind this video is made in response to student questions and that is a good time to bring up
the fact that if you have questions or if things aren't making sense here you're having trouble or you're
getting stuck whatever.
Please ask in the discussion forums in the lectures in the course so that I can try to answer them if
I can't then I'll try to find someone who has already figured out the answer and I'll try to do some
research figure it out.
Make a video.
Whatever it takes to get your questions answered.
So this is a basic answer to the question of how to create a mirror.
If anyone has better examples or better resources or just figured out a better way please share in the
discussion forums and we can all learn together and I can make a video for the benefit of a whole class
to show your technique if necessary if you have questions please ask there as well.