I was on a project with a pretty ridiculous deadline for the amount of work to be done, and of course, a ton of time was wasted trying to get approvals from the clients. After searching around for a good way to make a reflection pass, I found myself S.O.L. The best methods I found still involved a lot of setup, and hardly seemed worth the effort in the end. The worst part is, I had done a shot that was similar to what I was trying to do, but I couldn't remember how I had done the reflections. At the time, I had been running on no sleep for 2 days, so it's easy to see how I might forget anything I did. Then, suddenly, it happened. I remembered!! Subtractive Reflection Pass! At least that's what I call it. Basically, I render the scene with an approximation of the lighting, and turn on raytracing and specularity. Then, I render it again and turn off raytracing and specularity, and subtract one render from the other in After Effects.
Here's how it goes. We'll use a simple scene to illustrate. I'm going to use Photoshop, but it works the same in After Effects.
First render the scene with all the reflections and specularity you want.
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Next, turn off reflections and specularity and render again.
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Layer one render over the other, and change your blending mode to difference
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And this is what you're left with.
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And you can see, yes there are some drawbacks to this method. Namely, the areas where the reflection clips to white on a white object, such as in the checkerboard area. However, this usually isn't a real problem, and if it is, you can always change the objects color to a darker color to help avoid this. I have yet to try it with a floating point format, like HDR or EXR, but I think it might be worth looking into.
So now you have a separate reflection pass for use in your comps. I just recently used this technique on an ad for a Speed Racer happy meal tie-in. It was a huge time saver!