Search Home Members Contacts
About Us
Products
Downloads
Community
Support
Pages: 1 [2]
  Print  
Author Topic: [how] Need for Speed Underground looking road  (Read 1149 times)
DarekRuman
Community Member
*
Posts: 101

game developer


WWW
« Reply #20 on: September 25, 2008, 05:46:22 AM »

I actually managed to get a "mirror" shader working from zak's Water shader. From there on you should have everything you need in order to make a super reflection Cheesy

Any code? samples? Smiley

Already got myself shader for cubic reflecion :



You can see ground and green box reflecting in my car. I'll post shader (modified for work in tv) if you wanna.

But i still need reflection for my road mesh - waiting for some tips from you guys.
« Last Edit: September 25, 2008, 08:18:22 AM by DarekRuman » Logged

www.reddotgames.pl
tv6.3 tv6.5 developer
TecnoBacon
Customers
Community Member
*****
Posts: 235


WWW
« Reply #21 on: September 25, 2008, 09:54:04 AM »

I just use a water plane without movement and it creates a clear reflective surface, then I only render reflection, not refraction.

Sure would like to see your shader though, please post if you can.
Logged

www.TecnoBacon.com - the other side of the Bacon family! 3D Development, Music and more.
jviper
Community Member
*
Posts: 1366

Discipline in training


« Reply #22 on: September 25, 2008, 04:52:23 PM »

Careful though. CubeMapping-based reflection and Planer-based reflection are incompatable. If you try to have the car reflect the reflected ground, your going to have artifacts, as shown here:

Logged

JAbstract.....Don't just imagine, make it happen!
Raine
Customers
Community Member
*****
Posts: 1189


« Reply #23 on: September 26, 2008, 06:30:15 AM »

Actually the shader code was quite basic, it had nothing special. It's mainly the rendering code before it.

Zak uses a matrix trick, he's basically rendering the scene upside down. He also sets a plane so that the reflection is clipped at some point. Once the upside down scene has been rendered onto a rendersurface, this RS is passed as a texture into the water plane mesh shader. That's all I can remember at the moment, I don't think I have that code anymore.
Logged

DarekRuman
Community Member
*
Posts: 101

game developer


WWW
« Reply #24 on: October 22, 2008, 04:46:15 PM »

OK - got myself something like this :



car reflection + road reflections (only buildings reflecting right now), all solved by shaders
« Last Edit: October 22, 2008, 04:48:04 PM by DarekRuman » Logged

www.reddotgames.pl
tv6.3 tv6.5 developer
Zaknafein
Customers
Community Member
*****
Posts: 2670


WWW
« Reply #25 on: October 22, 2008, 08:32:01 PM »

That looks very sweet! I love the car shader.
The road looks very wet, but if that's the intended effect then it works very well. Cheesy
Logged

zaknafein.
>> the instruction limit : my blog & samples repository! <<
Pages: 1 [2]
  Print  
 
Jump to:  

Powered by SMF 1.1.3 | SMF © 2006-2007, Simple Machines LLC
Seo4Smf v0.2 © Webmaster's Talks