Real Time Specular Reflection

M

MC.Shitthead

Guest
hey, is it possisble to make a real time cubemapping? cuz the static cubemap pisses me off! :flame: is there anyway to make something to make reflections real time??? Cmon PLEASE, POSTAL2 even had mirrors! is there anyway???

REQUEST:
I request real time specular reflection, i guessing it has to do with shaders, i know its C++ (WHICH I DONT KNOW) so thats why im asking all of you. please

ty in advanced
 
Ok, assuming you're not a troll.

There is no way in hell anyone's gonna be able to help you, since the subject you're asking about is pretty complex. Perhaps i'm making a huge assumption, but i don't think you'd be able to use any info we give.

BTW. if it is done with shaders, then it's not C++ (it's a high-level shader language with a similar syntax to C/C++).

P.S. There's not much point bumping your post when it's at the top anyway. :)
 
SLH said:
Ok, assuming you're not a troll.

There is no way in hell anyone's gonna be able to help you, since the subject you're asking about is pretty complex. Perhaps i'm making a huge assumption, but i don't think you'd be able to use any info we give.

BTW. if it is done with shaders, then it's not C++ (it's a high-level shader language with a similar syntax to C/C++).

P.S. There's not much point bumping your post when it's at the top anyway. :)

Oh im sorry. im guessing it has to do with shaders, FarCry had realtime cubemapping, it was impressive, everywhere i go the lens on the awp was reflecting off of everything, the same with halo2. if i had to write up a shader, then what C++ should i study ( im a noob when it comes to C++, but im really serious about reflections)

Thanks in advanced
 
MC.Shitthead said:
Oh im sorry. im guessing it has to do with shaders, FarCry had realtime cubemapping, it was impressive, everywhere i go the lens on the awp was reflecting off of everything, the same with halo2. if i had to write up a shader, then what C++ should i study ( im a noob when it comes to C++, but im really serious about reflections)

Thanks in advanced
That was not reflecting, that was refracting. All it did was magnify the image that was being seen THROUGH the scope and then refract the image along the edges of the scope (in Halo 2 the image isn't refracted).The same thing is done in Half-Life 2 in Dr Klieners Lab with the Magnifying Glass.
 
no the snipers lens shows you what is behind you i suggest you just make a camera system that look like its a mirror if ya only want a mirror
 
MC.Shitthead said:
hey, is it possisble to make a real time cubemapping? cuz the static cubemap pisses me off! :flame: is there anyway to make something to make reflections real time??? Cmon PLEASE, POSTAL2 even had mirrors! is there anyway???

REQUEST:
I request real time specular reflection, i guessing it has to do with shaders, i know its C++ (WHICH I DONT KNOW) so thats why im asking all of you. please

ty in advanced

If you want a mirror, make the mirror itself a video output and have a camera situated in such a fashion that faces the opposite of the mirror, parrallel to the glass.
 
Pesmerga said:
If you want a mirror, make the mirror itself a video output and have a camera situated in such a fashion that faces the opposite of the mirror, parrallel to the glass.
That wouldn't work, since what you see in a mirror depends on the viewing angle (i.e. a fixed orientation camera wouldn't be right).

It would only work if you were looking straight at the mirror, otherwise the 'reflection' would look wrong since you'd still see an image in the mirror as if you were looking directly at it.
 
Ah, true. Well you could make an array of cameras each being activated as you walk through the appropriate angle, dunno if that'd look or perform well though.
 
im guessing this wouldnt just work with a 100% reflective texture right
 
Does any1 think the Lost Coast update will have realtime reflections? b/c i heard there extras other than HDR
 
Why are you obssessed over this feature. No, the water reflection texture is a special texture that only works on the z-axis.

You would need to make a shader.
 
Hmm, am I wrong to assume that you could have a camera that targets the player's coordinates and follows them, recording the image and outputting it on the mirror itself? Probably not a correct portrayal of reflection, but maybe a quick and easy solution?
 
No, that wouldn't work. If you look at a mirror side on, you don't see yourself!
You could get a camera that looks in the correct direction depending on the player's position and output that though, i think.
 
Oh, so same concept, but have the camera move opposite of the player's x axis along a plane.

I would think coding would be required... And how does a Source camera work? Does it simply record a screenshot and display it on the monitor? Or does it rescale an actual rendered drawing?
 
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