We are growing more involved with AR on Ross XPression systems. I am working on a template scene that I will hand off to my 3D animator to actually fill in with the "real" graphics.
Today's issue is shadows and reflections. I'm wondering if and when XPression will actually include shaders to do these - even the Ross people I've worked with that are doing AR are wanting such things. Until then, we need to figure out another way to do it. It seems to me you can find shaders online that will do shadows and reflections.
My technique for shadows is to duplicate the geometry, apply a "shadow" material to it, and scale that whole group down to Y=0. We can adjust alpha to make it more transparent instead of a hard black shadow. The problems are that it duplicates geometry, that it will only map to the floor, and we can't blur it (so the shadow always has a hard edge).
My technique for reflections is to use a "reflection" camera that mimics the perspective camera except: negative Y, negative tilt, and negative roll. A renderview from the perspective camera is then composited over a renderview from the reflection camera (with -Y scaling) in a third, orthographic camera that is far away from the actual scene. Far clipping planes prevent the quads the textures are mapped to from appearing in the perspective scene. I like this technique a lot, because not only does the animator not have to duplicate geometry, but since we're applying a material to a quad we can add a guassian blur effect to it.
So the scene contains two perspective cameras (one for the reflection), and an ortho camera that is showing the two quads the reflection and perspective views are mapped onto.
The problem is that when we actually try to use this with AR, only the active camera can be tracked. The active camera needs to be the ortho camera to get the composited views of the other two cameras, but it's the perspective camera that needs to be tracked. So now I'm stuck without a good solution for reflections. We can resort to duplicating geometry (again), but unless I'm missing something they will be the inverse geometry - but lit from above. And no blurring.
So I'm asking the community for help in solving the problem of getting good, realistic reflections and shadows. I'm attaching my simple template scene in hopes someone has some ideas.