VileTouch Posted May 19, 2012 Share Posted May 19, 2012 as the title says, trying to make a suitable marble tile for the floor of my manor,but the reflective part is just not working out as expected...i was fiddling around with the water shader as it would be ideal (able to choose exactly what to reflect) but so far no joy...any ideas? Link to comment Share on other sites More sharing options...
GrindedStone Posted May 19, 2012 Share Posted May 19, 2012 Dead Rising 2 has excellent examples of an enviroment map. They are so simple an yet perfect. I've seen realtime reflection in games, but it's always a performance issue. Usually because the floorspace is so large. Enviroment mapping allows you to make the floors as large as you want with no performance impact. Link to comment Share on other sites More sharing options...
jet4571 Posted May 19, 2012 Share Posted May 19, 2012 Only thing I can think of that would be simple and elegant is small rooms and a water tile that doesn't ripple. maybe instead of dealing with the shaders you should work on removing the ripple from a water tile(unless the ripple is part of the shader). with a tile you can overlay it like you would a rug and shouldn't make a performance hit considering you can see an ocean in the game. Link to comment Share on other sites More sharing options...
GrindedStone Posted May 19, 2012 Share Posted May 19, 2012 There isn't geometry placed upon water in that ocean. The water noise texture determines the waves. I'm not saying it wouldn't look excellent. I'm saying it's stupid to attempt that knowing the correct way to do it is with enviroment mapping. This polished marble floor keeps splashing when I walk on it for some reason. Then you have defuse layer, water layer, collision layer. You know instead of a single less problematic floor layer. Link to comment Share on other sites More sharing options...
VileTouch Posted May 19, 2012 Author Share Posted May 19, 2012 (edited) GrindedStone: I'm already using environment maps to bake soft shadows and highlights on static objects/walls/ceilings surrounding static light sources (as depicted here), but so far i have not seen any detailed, view independent cube mappings in the game that might resemble a reflection of a room..though i will have to try...and definitely try out dead rising 2 (i have it in a shelf still untouched) Jet4571:hmm...actual water...now that's original, but wouldn't that add a splashing sound to every step?, would it work on the second floor in the same cell?, and how would it look if the user have all the water shaders deactivated for performance issues? oh and the stairs to the second floor are also marble (with a red carpet in the center) so...i guess that would be a problem Edited May 19, 2012 by VileTouch Link to comment Share on other sites More sharing options...
VileTouch Posted May 19, 2012 Author Share Posted May 19, 2012 (edited) There isn't geometry placed upon water in that ocean. The water noise texture determines the waves. I'm not saying it wouldn't look excellent. I'm saying it's stupid to attempt that knowing the correct way to do it is with enviroment mapping. This polished marble floor keeps splashing when I walk on it for some reason. LOL you beat me to itThen you have defuse layer, water layer, collision layer. You know instead of a single less problematic floor layer.That pretty much sums it up. No flooding the house to save on polish..i'll experiment a bit more with the cubemaps when electricity come back..im on the phone now Edited May 19, 2012 by VileTouch Link to comment Share on other sites More sharing options...
GrindedStone Posted May 19, 2012 Share Posted May 19, 2012 The palasades mall in dead rising 2. It's a 2D shape so you don't need a cube map for it. They are floors are flat after all. The enviroment maps in the palasades mall are on polished marble floors. They look like downright crappy textures LOL. For some reason it doesn't matter. Shame on you for not playing dead rising. Link to comment Share on other sites More sharing options...
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