9.31 Reflect
On this page:
9.31.1 Parameters
9.31.2 Examples
9.31.2.1 Image reflection example

9.31 Reflect

Simulates the reflection of the input scene on a virtual floor. The reflection starts at full opacity and gradually moves to full transparency along the length of the floor.

9.31.1 Parameters

Here’s how it works. We need to draw a floor on which we can reflect things. To do this we need the following:
  • A random point (x,y,z coordinate) on the floor

  • A normal vector (x,y,z vector) that is perpendicular to the floor. It’s basically a vector that sticks out of the floor

  • The left and right boundary of the floor (the x coordinate)

  • The front and back boundary of the floor (the z coordinate)

 

Parameters

 

Default

 

Range    

 

Description

 

normalX

 

0.0

 

n/a

 

The x coordinate of the normal vector

 

 

 

 

 

normalY

 

1.0

 

n/a

 

The y coordinate of the normal vector

 

 

 

 

 

normalZ

 

0.0

 

n/a

 

The z coordinate of the normal vector

 

 

 

 

 

pointX

 

0.0

 

n/a

 

The x coordinate of a random point on our floor

 

 

 

 

 

pointY

 

-1.0

 

n/a

 

The y coordinate of a random point on our floor

 

 

 

 

 

pointZ

 

0.0

 

n/a

 

The z coordinate of a random point on our floor

 

 

 

 

 

nearX

 

-1.0

 

n/a

 

The x coordinate of our left boundary. The floor stops at the boundary of x = -1.0 (default value)

 

 

 

 

 

farX

 

1.0

 

n/a

 

The x coordinate of our right boundary. The floor stops at the boundary of x = 1.0 (default value)

 

 

 

 

 

nearZ

 

1.0

 

n/a

 

The z coordinate of our front boundary. The floor stops at the boundary of z = 1.0 (default value)

 

 

 

 

 

farZ

 

0.0

 

n/a

 

The x coordinate of our left boundary. The floor stops at the boundary of z = 0.0 (default value)

Input pattern: (A)

From the default values of reflect, we have a floor that has the 4 coordinates:
  • (-1.0, -1.0, 1.0) Front Left

  • ( 1.0, -1.0, 1.0) Front Right

  • ( 1.0, -1.0, 0.0) Back Right

  • (-1.0, -1.0, 0.0) Back Left

9.31.2 Examples
9.31.2.1 Image reflection example
; muSE v2
; 
;  My super awesome style.
;  The style creates a partial reflection of the user media on the floor.
 
(style-parameters)
 
(segment-durations 8.0)
 
(define muvee-global-effect (effect-stack
                             (effect "CropMedia" (A))
                             (effect "Perspective" (A))
                             (effect "Translate" (A)
                                     (param "z" -1.0))))
 
 
(define muvee-segment-effect (effect "Reflect" (A)))

In the above muse style, we do a Translate of -1.0 in the z-axis as a global effect so that we can actually see the floor. Else what will happen is that the picture will take the full screen space and we won’t enjoy the effect. At the segment-level-effect, we simply instantiate the "Reflect" effect and use its default values.