making reflections dirty
I have a floor that reflects using the code from Lesson 27. Is there a way to make the reflection "dirty" ? It just looks too perfect. Is there a way to make it blurry or something ?
Nitzan
-------------------------
www.geocities.com/nitzanw
www.scorchedearth3d.net
-------------------------
just a random idea (i haven''t tried this myself)... you could try looking into "gloss maps", which are like an image that you pair with a texture that specifies how shiny the texture is at each texel...
although these are generally being used for per-pixel lighting, you could apply them differently to have "imperfect" reflections.
although these are generally being used for per-pixel lighting, you could apply them differently to have "imperfect" reflections.
January 03, 2002 06:53 AM
Reflection mapping. Will modulate the amount of reflection of a surface based on a map. Create a noise reflection map, and your reflections will look dirty.
- AH
- AH
January 03, 2002 10:48 AM
Just render the reflective surface with an alpha channel, instead of a single alpha value.
If you''ve played Super Smash Melee for Nintendo GameCube, the arena "Fountain of Dreams" has some very nice blurred reflections, and I was wondering about how it was done. It looked like they had rendered the objects to be reflected on an off-screen buffer, resized it to be say, 16 times smaller, and made a linear-filtered texture, so that the lower-resolution texture made it blurred. (And all in real-time, too!) I don''t know if that''s even possible in OpenGL, or at least extremely slow. Anyways, just some food for thought.
"No break 'till you die!" - Mr. Foster, my English teacher
in Super Monkey ball in the party game Monkey Target they have awesome blurred reflection in the water. I know the GameCube uses an API similiar to OpenGL, so its probably possible.
Nitzan
-------------------------
www.geocities.com/nitzanw
www.scorchedearth3d.net
-------------------------
Nitzan
-------------------------
www.geocities.com/nitzanw
www.scorchedearth3d.net
-------------------------
January 04, 2002 05:34 AM
Of course it''s possible, in fact, it''s very simple. Just render your reflected scene to a texture, choose a texture resolution that suits your needs (1024*1024 for almost pixel perfect reflections, 32*32 for *very* blurred ones). Now render the normal scene with the reflection texture applied to your surface. That''s it.
- AH
- AH
if you realy want to go cheap and "dirty" (pardon the pun) just use multitextureing and put a not so blended texture over the reflection (insta dirt if you put brown in the texture)
A man walks into a bar.....ouch!?! Ya get it, do ya huh huh well....awww I give up.
A man walks into a bar.....ouch!?! Ya get it, do ya huh huh well....awww I give up.
A man walks into a bar.....ouch!?! Ya get it, do ya huh huh well....awww I give up.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement