I’m attempting to model the crystal of a wrist watch, with hopefully a semi-realistic refraction effect. The usual advice for a glass material is to render a cubeMap at the location of the glass, and use that as the envMap with CubeRefractionMapping set.
Doing that gets me almost there, but since the crystal is so close to the watch dial, the dial ends up being massively magnified. Moving the cubeCamera back away from the dial just leads to the whole watch ending up in the texture.
I’ve also tried playing with the Refractor.js and FresnelShader examples, but no luck there. I’m still learning glsl so maybe I’m just missing an obvious way to modify one of those.
My google searches haven’t found any similar examples, so hopefully someone can point me in the right direction.
Thanks in advance!