Jump to content
DerelictStudios Forums
Sign in to follow this  
flyby

How To : Reflective Surfaces

Recommended Posts

After reading a request on how to make reflective surfaces, I decided to share some of the alchemy to turn bitmaps into quicksilver :D

A test sample of what you can achieve:
[img]http://www.derelictstudios.net/users/flyby/Generals/BLITZ%202/silverbird.jpg[/img]

[b][shamless PR][/b]
Blitz2 will include several superb "silver birds" that will display some of the graphic quality you've been missing in generals...
[b][/shameless PR][/b] ;)

[u]Now the way to do it :[/u]

A reflective surface is in fact a composite of 2 bitmaps: one bitmap with what you could call a "normal" texture and one that will serve as reflection.

You need to adjust the texture settings on 3 levels:
-Vertex Material
-Shader
-Textures

You start in the textures tab, by assigning your regular texture bitmap to the "stage 0 texture". For stage 1 you need a nice looking sky or environment bitmap. While still on stage1 set the pass hint to "environment map".

Then jump to Vertex Material and choose "WS environment" for stage 1 Mapping. It is by far the best looking.

Get to the Shader tab now and set the advanced option like in the picture.


[b]STEP 1[/b]

[img]http://www.derelictstudios.net/users/flyby/Research/Generals/Textures.jpg[/img]

[b]STEP2[/b]

[img]http://www.derelictstudios.net/users/flyby/Research/Generals/Vertexmaterials.jpg[/img]

[b]STEP3[/b]

[img]http://www.derelictstudios.net/users/flyby/Research/Generals/Shaders.jpg[/img]
In some cases you're better by setting Pri Gadient = Modulate

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×