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HLSL water Lod and cubemap #54506
09/08/05 22:13
09/08/05 22:13
Joined: Jun 2005
Posts: 54
I
iWaNtToKnOw Offline OP
Junior Member
iWaNtToKnOw  Offline OP
Junior Member
I

Joined: Jun 2005
Posts: 54
1- hi, i was playing half-life 2 and i saw that the water fully refract in the parts that are near to the player and fully reflect when far from it, its possible to do this in 3dgs?

2- in the examples that i see about dynamic cube maps, all are generated in the water origin, but, for example, if i put a hollow cube in this origin, the cubemap will be wrong? how i can solve this?


Tell Me, iWaNtToKnOw!
Re: HLSL water Lod and cubemap [Re: iWaNtToKnOw] #54507
09/12/05 08:19
09/12/05 08:19
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
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Inestical  Offline
Rabbit Developer

Joined: Apr 2005
Posts: 3,815
Finland
It may.. but I dunno, but post tutorial request, may help

And i luv the shading in HL2 They're too awesome


(Ach, u need Mirror in the reflect, other parts are simple)


"Yesterday was once today's tomorrow."
Re: HLSL water Lod and cubemap [Re: Inestical] #54508
09/12/05 14:55
09/12/05 14:55
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
Expert
Rhuarc  Offline
Expert

Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
They use a fresenel lookup to blend between refraction and reflection based on view angle with the surface. Not too hard to accomplish. It's not LOD at all.


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