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Sky reflection #90572
09/18/06 16:06
09/18/06 16:06
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline OP
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demiGod  Offline OP
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Posts: 752
Portugal
Hi all,
I´ve ran some tests using watershaders like Steempipe´s watershader and it looks ok. However, i wonder if this kind of shader couldnt be adapted to handle vertical reflections like the sky in a skyscraper, since i own the commercial edition and cant use mirrors and render to texture features. Of course this reflection its faked and i know i can fake mirrors with scripting or environment mapping, but the results seems to be not so good.
So i ask if someone could explain to me if that is possible.
Thanks in advance.
Cheers.

Re: Sky reflection [Re: demiGod] #90573
09/18/06 16:38
09/18/06 16:38
Joined: Nov 2003
Posts: 1,380
Switzerland; Zurich
S
Sebe Offline
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Sebe  Offline
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Why aren't the results good that you achieve with cubic environment mapping? Steempipe's shader does exactly that, it only uses a normalmap in addition to distort the cubemap. Usually, cubemapping is exactly the way you use for fake reflections of any kind.

Re: Sky reflection [Re: Sebe] #90574
09/18/06 19:51
09/18/06 19:51
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline OP
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demiGod  Offline OP
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Portugal
Yes you´re right, however as far as i know cubic environment mapping its a static solution, considering that it doesnt reflect surrounding entities...
Thanks.

Re: Sky reflection [Re: demiGod] #90575
09/19/06 01:22
09/19/06 01:22
Joined: Aug 2005
Posts: 1,185
Ukraine
Lion_Ts Offline
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Lion_Ts  Offline
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look for sylex3beta dll from XeXeS. it has working mirror/water reflections.
Therefore you aren't right about 'bad' results. Game developing is an art of deceit
Make right level design to hide weak sides of your effects.

Re: Sky reflection [Re: demiGod] #90576
09/19/06 10:05
09/19/06 10:05
Joined: Nov 2003
Posts: 1,380
Switzerland; Zurich
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Sebe Offline
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Sebe  Offline
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Quote:

Yes you´re right, however as far as i know cubic environment mapping its a static solution, considering that it doesnt reflect surrounding entities...
Thanks.




Well, that isn't the cubemapping's fault, it's yours why don't you just make a cubemap that has the surrounding entities included? In the wiki, there's a script which allows you to "photograph" your very own cubemap right in the level you want to use it. Use that cubemap then, and you have a wonderful static reflection of your level

Re: Sky reflection [Re: Sebe] #90577
09/19/06 16:38
09/19/06 16:38
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline OP
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demiGod  Offline OP
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Posts: 752
Portugal
Thank you for your considerations Sebe. When i said static solution its in the way that it doesnt reflect moving entities, however i think cubic environment mapping its the cheap possible solution or in the other hand buy pro edition


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