Auto makers tend to want to validate their HMI in VR scene. One of the aspects they want to validate is to see the reflection on the display. For example, let the car drive and see how the moving scene outside the window gets reflected on the center display.
With code like below, one can display an IVI for example in the position of the center display, while making its display reflective.
Model {
id: screenmodel
scale.x: 1.92 * .135
scale.y: 1.08 * .135
scale.z: 0.5 * .13
eulerRotation.x: -21
y: 88.7
z: -53.2
source: "#Rectangle"
pickable: true
receivesReflections: true
ReflectionProbe {
timeSlicing: ReflectionProbe.IndividualFaces
refreshMode: ReflectionProbe.EveryFrame
quality: ReflectionProbe.VeryHigh
boxSize: Qt.vector3d(300, 300, 300)
texture: extendedSceneEnv.skyBoxCubeMap
}
PrincipledMaterial {
id: iviMaterial
baseColorMap : Texture {
sourceItem: OutrunIVI {
width: 1920
height: 1080
visible: true
}
}
metalness: 0.0
roughness: 0.02
transmissionFactor: 0.2
thicknessFactor: 0.015
indexOfRefraction: 1.55
attenuationColor: "#ffffff"
attenuationDistance: 1000
specularAmount: 1.0
specularTint: 0.5
clearcoatAmount: 1.0
clearcoatRoughnessAmount: 0.0
clearcoatFresnelScaleBiasEnabled: true
clearcoatFresnelBias: 0.1
clearcoatFresnelScale: 1.1
clearcoatFresnelPower: 3
}
materials: [iviMaterial]
}
However, if you try to do the same thing with XrItem, since it doesn't have materials and receivesReflections properties, the same setup cannot be implemented.