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AVEVA™ XR Studio

Reflection Textures (FBX)

  • Last UpdatedMar 12, 2025
  • 2 minute read

A Reflection Texture is a realtime engine-generated texture that is represented by a dummy object whose user buffer presents a $ReflectionTexture structure.

  • This texture is used to render realtime reflections.

  • The reflection can also be blurred (Blurred Reflections.

    Note: It is not necessary to exclude the Mesh that use this texture from the rendering of the reflection (through the parameter szExcludeMesh) because the engine will do it automatically.

What is a reflection?

Reflection in computer graphics is used to emulate reflective objects like mirrors and shiny surfaces. Reflection on a shiny surface like wood or tile can add to the photo-realistic effects of a 3D rendering.

Code example

This is a code example for reflection texture.

$ReflectionTexture

{

szID = ReflectionTextureA

szTextureDetail = High

szGeometryDetail = Medium

iRefreshFrameRate = 2

c3BkgColor = 0.2 0 0.1

$Commands

{

szPlaneMesh = MeshPavimento

szExcludeMesh = MeshConTroppiPoligoni

}

}

Texture dimensions

If the dimensions go beyond the frame buffer resolution, the first power dimension of two that is smaller than the frame buffer will be chosen.

Detail Level

Resolution

lowest

64×64

low

128×128

medium

256×256

high

512×512

highest

1024×1024

Parameters

szID

  • Identifier (name) of the texture that will be created.

szTextureDetail

  • Texture size.

  • Default: high

  • Range: [lowest .. highest]

szGeometryDetail

  • The level of detail of the geometry rendered in the texture.

  • Default: medium

  • Valid values: medium, high.

iRefreshFrameRate

  • Indicates how many frames the texture will be updated.

  • If the value is zero (0) or negative, the texture will be updated to each frame.

  • Default: -1

  • Range: [-inf..inf]

c3BkgColor

  • Color of the background.

  • Default: 0 0 0

  • RGB [0..1]

$Commands

  • Structure that contains extra commands for creating and rendering the texture.

$Commands Parameters

szPlaneMesh

  • Identifier (name) of the mesh that will be used as a reference for the plane of reflection, which serves to render the texture.

  • Mesh can also be animated, but its vertices must not be deformed.

  • Mesh polygons must form a single plane for rendering reflections to work properly.

  • This parameter is necessary.

szIncludeMesh

  • Includes this mesh in texture rendering; automatically excluding all other scene meshes.

  • In practice, when using this parameter, you must manually specify all the meshes to draw.

  • When using this parameter, its inverse (for example, szExcludeMesh) can not be used.

  • This parameter is optional, and can be repeated multiple times.

szExcludeMesh

  • Excludes this mesh in texture rendering.

  • When using this parameter, its inverse (for example, szIncludeMesh) can not be used.

  • This parameter is optional, and can be repeated multiple times.

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