flachdrache Posted April 14, 2010 Posted April 14, 2010 Using cubemaps for reflective surfaces seams to be a thing of the past (more like DX8 generation). However, i lately picking resources/inspiration and think it might gives nice effects for waterpuddle_decals etc. etc. etc. - so, i thing it wouldnt be too hard to add. Unfortunately i dont know how. description : request for the "main" view camera to save out screenshots (in the editor) which can be compiled into cubemaps - including the setup of origin, angle and fov. Quote AMD 64 X2 Dual 5k - 4GB - XFX GForce9800GT - nv196.21 - WinXP Sp3 zBrush4R2 - Silo2Pro - Unwrap3DPro - Gile - MaPZone2.5 Xxploration FPS in progress ...
Josh Posted April 14, 2010 Posted April 14, 2010 Not sure if anyone has tried it, but the functionality to do this is there: http://www.leadwerks.com/wiki/index.php?title=Buffers#SetColorBuffer Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Masterxilo Posted April 15, 2010 Posted April 15, 2010 Oh, I'll have to try this. I'd like to see realtime cubemap reflections! Quote Hurricane-Eye Entertainment - Site, blog.
flachdrache Posted April 16, 2010 Author Posted April 16, 2010 Hmmm, there are some other options for "image based" realtime reflections - which all have its drawbacks however. Using cubemaps costs plenty of texture memory but aint too bad on the hardware (if using a manageable size for its texture faces) imho. However, i didnt mean realtime atm - just something like terragen`s "skybox" skript does e.g. adding a LUA script which saves sky/cube faces with correct orientation and fov. I always got seams in a past project, because of incorrect fov i guess. Quote AMD 64 X2 Dual 5k - 4GB - XFX GForce9800GT - nv196.21 - WinXP Sp3 zBrush4R2 - Silo2Pro - Unwrap3DPro - Gile - MaPZone2.5 Xxploration FPS in progress ...
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