Hey, Im glad to see this thread going nicely.
@ MrHoo, beautiful test renderings:thumbsup:. Mapping of the reflections and bump of the ceramic floor is a good decision. For the mia_material, the reflections can be controlled from the BRDF view sliders [have in mind that they misspelled the order of the names the correct interpretation should be: first slider = facing to view, and the second slider = perpendicular to view]. If both sliders are at their maximum you will have reflections at any angle. Have in mind that these values have no effect if Fresnel option is on, then the angle of reflection is controlled by the Refraction Index value. Also from the BRDF Curve and Reflection Color you can control the strength of the reflections. Your first image didnt have reflection on the floor but you manage to pull some on the second image, did you find out how to control this?
Also it would be nice if we share scene files. Then this thread will truly deserve its name. Sharing test scenes will allow us to share and improve our knowledge more effectively. When examining a scene, one can directly fix problems, improve, learn, contribute, and share back the scene.
Of course if your scene has elements with commercial values like models, textures, etc, or you are not allowed or dont whish to share the scene, you can as you already did, just post renderings. Although if you whish you can partially share a scene or a quick proxy model of it. For example if you cant share the sofa, the table, and the textures in your scene you can delete them and post the scene with some rough blocked out geometry as a substitution. A test scene like that would be enough to trace a problem like the lack of reflections on the floor.
Anyway tanks for sharing your progress and the great renderings. Keep up the good work:thumbsup:.


). Almost every materials are mia, except some (like the floor and walls) are maya’s.
