Farlas Posted April 8, 2010 Share Posted April 8, 2010 Hello there i was starting to do some thing with leadwerks and i was thinking about to create a mirror where we can see all stuff around the mirror like a real mirror but i see only topic about cubemap to do reflections with a predefined texture. so there is a way to do a simple materials for making a true mirror ? Quote Link to comment Share on other sites More sharing options...
Marleys Ghost Posted April 8, 2010 Share Posted April 8, 2010 so there is a way to do a simple materials for making a true mirror ? Simple way? not really, you could do it with a camera, render buffer and render to a texture. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
cassius Posted April 8, 2010 Share Posted April 8, 2010 if you do a mirror then presumeably you would have to show an image of a human when the controller is in front of the mirror or whatever the controller is supposed to be. Intiguing but not easy. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Farlas Posted April 9, 2010 Author Share Posted April 9, 2010 i have try to use similar methode of waterplane cause the waterplane can reflect all environement like a miror but no success. so i continue to try until i find something. Quote Link to comment Share on other sites More sharing options...
Marleys Ghost Posted April 9, 2010 Share Posted April 9, 2010 As far as I am aware the water shader used requires a plane thats facing directly up, so you'd probably have to write your own reflection shader to uses a plane in a different orientation. Your best bet is to use a camera, render buffer and render to a texture. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Gandi Posted April 12, 2010 Share Posted April 12, 2010 I think things like mirrors will need a lot of performance.. only thing i can think about is rendering the whole scene a second time, just using another camera (facing perpendicular to the surface of the mirror) rendering this scene to its own buffer and then applying the color-buffer to the mirror as a texture.. but as you see, rendering everything a second time (for one mirror) will not be very performant.. maybe there's a better way, but i dont know how.. Quote Link to comment Share on other sites More sharing options...
Ending Credits Posted April 14, 2010 Share Posted April 14, 2010 As far as I am aware the water shader used requires a plane thats facing directly up, so you'd probably have to write your own reflection shader to uses a plane in a different orientation. Your best bet is to use a camera, render buffer and render to a texture. I believe the shader will work with any orientation. It's the rendering that has to be oriented with the mirror. Quote AMD Phenom 9850 (X4 2.5GHz) | 1066MHz CL5 GEIL Black Dragon (800MHz) | Powercolor ATI 4870 1GB | DFI 790FXB-M2RSH | 24" 1920x1200 | Windows Vista 64-bit Ultimate Link to comment Share on other sites More sharing options...
Josh Posted April 14, 2010 Share Posted April 14, 2010 The water shader I wrote only works with a vertical plane, but it is possible to modify the shader to work with any arbitrary plane. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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