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Posted

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.

AMD 64 X2 Dual 5k - 4GB - XFX GForce9800GT - nv196.21 - WinXP Sp3

zBrush4R2 - Silo2Pro - Unwrap3DPro - Gile - MaPZone2.5

 

adv_banner-april2012_720x150_tex01.png

 

Xxploration FPS in progress ...

Posted

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.

AMD 64 X2 Dual 5k - 4GB - XFX GForce9800GT - nv196.21 - WinXP Sp3

zBrush4R2 - Silo2Pro - Unwrap3DPro - Gile - MaPZone2.5

 

adv_banner-april2012_720x150_tex01.png

 

Xxploration FPS in progress ...

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