EnvMap's for "shiny" floors.

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Re: EnvMap's for "shiny" floors.

Postby Lontahv » Thu May 20, 2010 5:26 pm

If they had kept it, it would probably run slow even on today's hardware. Lag from shadows regardless of computer specs is one example of this type of thing.
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Re: EnvMap's for "shiny" floors.

Postby andylegate » Sat May 22, 2010 8:42 pm

Okay, finally got this figured out earlier today, it actually looks really good. I'm using the Dynamic Env Map method. I need to look into one more thing for Static Cubic Maps as it still comes out wrong, but I think I know why now. If it's what I think it is, I'll do a tutorial on it tomorrow......even if the Static ones still don't come out right, I'll do the one for Dynamic.

Oh, and I finally figured out how to use Vertex Painting with Max too. That was a hassle since Max kept crashing on me when I was learning it (I was trying to force it to do something that it didn't like, hehheh). I'll make one up on that too, but it's a bit more involved.
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Re: EnvMap's for "shiny" floors.

Postby zib_redlektab » Mon Jun 07, 2010 8:32 pm

Don't we have realtime reflections? In certain areas of MOUL you can see yourself in water. I know the puddles at the bottom of the sunny cleft have dynamic reflections, at the very least. :?
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Re: EnvMap's for "shiny" floors.

Postby andylegate » Mon Jun 07, 2010 9:00 pm

Yes, that's what "Dynamic" Env Maps are. You can set them up with a refresh rate, so that the reflections update every X amount of seconds (I have mine for my floor set to 0.2 seconds, and you can see the swaying lights move in the reflections).

However, as far as avatar reflections go: I've never seen them except for in fan ages. I just got done looking again, all through MOUL:a, and nope. If you know where you see them on MOUL, please tell us where. I know in Tsogal, you can see your shadow on or under the water, but not the avatar's reflection.

We've tried to have them in Fan Ages, but they are always buggy, with the avatar's reflections showing up in strange places in the reflective surface.
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Re: EnvMap's for "shiny" floors.

Postby zib_redlektab » Mon Jun 07, 2010 9:07 pm

Well, it's been a while since I looked myself, so I'm probably misremembering, but I'm pretty sure I remember seeing myself in the pool at the bottom of the cleft in sunny cleft (at the base of the bucket on vertical rails) at some point, and being really excited about it, because it meant we were getting real, dynamic reflections.

Again, I suppose I'm misremembering it. Oh well. :)
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Re: EnvMap's for "shiny" floors.

Postby Paradox » Mon Jun 07, 2010 9:36 pm

I think MOUL's Cleft is also a DynamicCamMap, rather than a DynamicEnvMap. Notice that the reflection doesn't distort the Cleft walls like a DEM would.
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