happyskunky Posted April 11, 2016 Share Posted April 11, 2016 It always annoyed me very much that the reflection on him is just a static same image. Any mods to give him true reflection of the environment? Link to comment Share on other sites More sharing options...
dazzerfong Posted April 14, 2016 Share Posted April 14, 2016 I don't now if the Engine is supporting thsi for Real by now, but there is a"Screen Space Refelction" Option in the .bgsm Material Files. Cause Environmental Mapping always uses a texture to "Fake" Reflexion.What you want is a raytraced Reflection, You can try to add that by enabling it and disable the environmental Mapping via the Material Editor, but i think it would be Overkill for most Computers if the Godrays get also reflected...Raytraced reflections? In a game? Whoa....... No, you're forced to use cubemaps. Why? Much cheaper computationally. Link to comment Share on other sites More sharing options...
JuJooGuppy Posted April 14, 2016 Share Posted April 14, 2016 Yeahh, my knowledge of rendering and game engines and such is somewhat limited, but I DO know that a ray traced reflection is going to be BRUTAL haha. Especially in a world like Fallout where there can be so much going on...The 'fake' reflections aren't as neat as real ones, but, they still look alright when done properly. Link to comment Share on other sites More sharing options...
happyskunky Posted April 14, 2016 Author Share Posted April 14, 2016 OMG I have no idea what any of you are talking about LOL way above my understanding. So basically your saying that it's too hard? Link to comment Share on other sites More sharing options...
zanity Posted April 14, 2016 Share Posted April 14, 2016 It always annoyed me very much that the reflection on him is just a static same image. Any mods to give him true reflection of the environment? Hahaha! Hohohoho! You, my friend, have exactly zero knowledge how current game engines work. You've obviously been watching too many CGI cartoons, and imagine we are close to seeing that form of rendering in a game. Non-planar (non-flat-surface) reflections and even most planar reflections (with the exception of water reflections or polished floors) in a game use what is called a 'reflection map'. This 'map' is usually a semi-spherical PRE-RENDERED image used to project a picture onto reflective surfaces. Most games use REPRESENTATIVE refection maps, which don't even properly show the location the gamer is currently occupying- the reason being that the reflections are supposed to be impressionistic, NOT accurate. But even if you have a refection map built from the same assets that you see in a given location, dynamic objects (like the player and other 'sprites') won't be included in the reflection. To do a REAL realtime non-planar refection (planar reflections, like mirrors, can use a cheap technique called PORTAL) requires either hyper expensive RAY-TRACING methods, or less correctly a tile-based render of the inside of a semi-spherical viewing volume (like many lo-rez screenshows from every angle around the non-planar reflective surface). Now some games have tried fairly realistic reflections, but only in extremely limited circumstances (like in an enclosed room) where there is tons of excessive rendering power available to the engine. But Fallout is a GENERAL PURPOSE open world rendering system and so uses only SCALABLE rendering methods that work well under 99.99% of all render requirements. Link to comment Share on other sites More sharing options...
dazzerfong Posted April 14, 2016 Share Posted April 14, 2016 (edited) It always annoyed me very much that the reflection on him is just a static same image. Any mods to give him true reflection of the environment? Hahaha! Hohohoho! You, my friend, have exactly zero knowledge how current game engines work. You've obviously been watching too many CGI cartoons, and imagine we are close to seeing that form of rendering in a game. Non-planar (non-flat-surface) reflections and even most planar reflections (with the exception of water reflections or polished floors) in a game use what is called a 'reflection map'. This 'map' is usually a semi-spherical PRE-RENDERED image used to project a picture onto reflective surfaces. Most games use REPRESENTATIVE refection maps, which don't even properly show the location the gamer is currently occupying- the reason being that the reflections are supposed to be impressionistic, NOT accurate. But even if you have a refection map built from the same assets that you see in a given location, dynamic objects (like the player and other 'sprites') won't be included in the reflection. To do a REAL realtime non-planar refection (planar reflections, like mirrors, can use a cheap technique called PORTAL) requires either hyper expensive RAY-TRACING methods, or less correctly a tile-based render of the inside of a semi-spherical viewing volume (like many lo-rez screenshows from every angle around the non-planar reflective surface). Now some games have tried fairly realistic reflections, but only in extremely limited circumstances (like in an enclosed room) where there is tons of excessive rendering power available to the engine. But Fallout is a GENERAL PURPOSE open world rendering system and so uses only SCALABLE rendering methods that work well under 99.99% of all render requirements. Well, this is going to be embarrassing, considering you're wrong about several things. Look at CryEngine 2/3: there are real-time screen-space reflections. You don't need ray-tracing for reflections: however, screen-space has some limitations, as it only reflects what you're already seeing on-screen. http://i.imgur.com/wgUDjBm.jpg Edited April 14, 2016 by dazzerfong Link to comment Share on other sites More sharing options...
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