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Is it possible to have a real reflection shader? #56302
09/28/05 01:34
09/28/05 01:34
Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
XNASorcerer Offline OP
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XNASorcerer  Offline OP
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Is it possible to have a real time reflection shader on a car? Perhaps using render to texture?

Re: Is it possible to have a real reflection shad [Re: XNASorcerer] #56303
09/28/05 01:50
09/28/05 01:50
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Rhuarc Offline
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Because it isn't planar, the only possible way to do this is generating a cubemap each frame in realtime. Not performance-friendly at all.

-Rhuarc


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Re: Is it possible to have a real reflection shad [Re: Rhuarc] #56304
09/28/05 01:55
09/28/05 01:55
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I am using a cubic envmapping shader and it can not be compared with a few games. Grand Turism for example. When you pass under a tree, you can see the car reflecting it. How they achieved this?

Re: Is it possible to have a real reflection shad [Re: XNASorcerer] #56305
09/28/05 02:19
09/28/05 02:19
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Matt_Aufderheide Offline
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generating cubemaps in realtime is not so slow if you do it right.. that's how my Sphere Engine shadows work.


Sphere Engine--the premier A6 graphics plugin.
Re: Is it possible to have a real reflection shad [Re: Matt_Aufderheide] #56306
09/28/05 20:31
09/28/05 20:31
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Thanks

Re: Is it possible to have a real reflection shad [Re: Matt_Aufderheide] #56307
10/06/05 13:57
10/06/05 13:57
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Quote:

generating cubemaps in realtime is not so slow if you do it right.. that's how my Sphere Engine shadows work.




I played a game a few days ago and it had an option where you can enable update the car reflection. If that option were enabled you would see a real enviroment reflection on the car, if not, you would only see a fake enviroment reflection. And that is what I am trying to do.

Matt, I am trying to do that but I don't know how to start. Since you already knows to to achieve this, could show how to do it with render to texture? Please.
Thanks.

Last edited by Sorcerer; 10/06/05 14:00.
Re: Is it possible to have a real reflection shad [Re: XNASorcerer] #56308
10/06/05 17:08
10/06/05 17:08
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Matt_Aufderheide Offline
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Well, i do it Direct3D not A6... but the basic idea is, you make 6 views each with 90 degrees fov, and place the view position at the position of your car entity, and each facing the appropriate angle. then grab the view bitmaps, then make a cubemap. However, this would be very slow using the A6 render to texture commands, you would have to do it in D3D to get a decent speed...because A6 dosent let you render to a seperate face of a cubemap, and so assembling a cubemap every frame from 6 bitmaps is bound to be too slow.

So unless you want to write a dll, I suggest forgetting this method for now (until A6 has some built-in support for rendering to cubemaps).

Your best best is some kind of animated environment mapping to fake the reflections. you could actually hack it so you just render one view, and map this using spherical environment mapping onto the car.. this wouldnt have correct reflections, but it wouldnt be too noticeable.


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