Planar Reflections
by Tobias B. · in Torque 3D Professional · 09/30/2009 (10:10 am) · 21 replies
I'm just finding cubemap reflections in the Material Editor. Will there be
a) Dynamic Cubemaps (Day-And-Night change)
b) More important: Planar Reflections (this has already been working fine in TGEA)
in Torque3D? Do I have to manage this manually or within the Editor?
Thanks and best regards,
Tobias
a) Dynamic Cubemaps (Day-And-Night change)
b) More important: Planar Reflections (this has already been working fine in TGEA)
in Torque3D? Do I have to manage this manually or within the Editor?
Thanks and best regards,
Tobias
#2
10/02/2009 (5:14 am)
Maybe the developer team could comment on that...?
#5
just wanted to know if this feature has been implemented in the 1.1 version or if it is planned to come in the 1.2 version...?
Thanks!
12/09/2009 (4:50 am)
Hi,just wanted to know if this feature has been implemented in the 1.1 version or if it is planned to come in the 1.2 version...?
Thanks!
#7
Here is the main sticking issue... who or where is the plane to reflect defined?
On a river or water surface its easy... the object defines it inheritly and it has one reflection to manage per-object.
On a random TSStatic... i'm not sure what should happen. If you have a cube and have the same planar reflection material on 3 sides... the only "right" solution is 3 different dynamic reflection textures. But to do that we have to analyze the geometry and find the shared planes and break the render batching to render these seperately.
Another option is to add a reflection plane field in each TSStatic so each one can define one plane for that object. Any material on that TSStatic that is enabled to have a planar reflection will use that plane.
Anyway... neither is ideal.
How would you guys like to see it work?
12/09/2009 (11:52 pm)
We haven't gotten to fixing planar reflections just yet... it could make it into 1.1, but it just depends on the time we got and if we solve some issues with it.Here is the main sticking issue... who or where is the plane to reflect defined?
On a river or water surface its easy... the object defines it inheritly and it has one reflection to manage per-object.
On a random TSStatic... i'm not sure what should happen. If you have a cube and have the same planar reflection material on 3 sides... the only "right" solution is 3 different dynamic reflection textures. But to do that we have to analyze the geometry and find the shared planes and break the render batching to render these seperately.
Another option is to add a reflection plane field in each TSStatic so each one can define one plane for that object. Any material on that TSStatic that is enabled to have a planar reflection will use that plane.
Anyway... neither is ideal.
How would you guys like to see it work?
#8
12/10/2009 (12:00 am)
Aside of the second approach there is basically just one out of my sight and thats a special node type in the hierarchy itself (the two things together with the editor are interchangeable kind of)
#9
12/10/2009 (12:41 am)
@Marc - Thats an interesting idea... or the transform on the sub-mesh that includes the planar reflection material.
#10
12/10/2009 (5:50 am)
btw are there any plans for getting dynamic cubemaps (and multi-passes) work in 1.1 ?
#11
12/10/2009 (12:18 pm)
The first option sounds more comfortable in case of a complex geometry...
#12
couldn't the plane to be reflective be asigned as such, just by material?
when you're deciding which planes you want to be reflective, you're generally in a modeling program environment, simply asigning a texture to that plane that indicates "reflectiveness here",
the rest can be done via the material editor,
how reflective, what to reflect, etc...
or am I misunderstanding the question?
12/10/2009 (12:32 pm)
Quote:Here is the main sticking issue... who or where is the plane to reflect defined?
couldn't the plane to be reflective be asigned as such, just by material?
when you're deciding which planes you want to be reflective, you're generally in a modeling program environment, simply asigning a texture to that plane that indicates "reflectiveness here",
the rest can be done via the material editor,
how reflective, what to reflect, etc...
or am I misunderstanding the question?
#13
I just wanted to know if there's any decision regarding my mirror problem. Will there be something within the next weeks?
Would dynamic cubemaps be able to create mirrors? I found that topic in the forums, but it doesn't seem to be fully working... does it?
05/06/2010 (12:45 am)
Hi,I just wanted to know if there's any decision regarding my mirror problem. Will there be something within the next weeks?
Would dynamic cubemaps be able to create mirrors? I found that topic in the forums, but it doesn't seem to be fully working... does it?
#14
05/08/2010 (5:29 am)
Is there any chance to get mirrors in T3D 1.1 beta 2
#15
05/13/2010 (8:28 am)
Or is it even on the list of recognized problems?
#17
06/10/2010 (11:42 am)
Logged TQA-337
#18
Does it mean that all topics found here are resolved in the next release? That would be great news!
06/11/2010 (2:02 am)
I'm now finding that post in the "pending" section - who moves these posts here?Does it mean that all topics found here are resolved in the next release? That would be great news!
#19
This www.liman3d.com/shaderpackvol1_overview.html provides a number of new shaders, but it bases also on cubemaps.
Did someone test the product for dynamic cubemap reflections?
06/16/2010 (9:25 am)
I found something in another post:This www.liman3d.com/shaderpackvol1_overview.html provides a number of new shaders, but it bases also on cubemaps.
Did someone test the product for dynamic cubemap reflections?
#20
08/02/2010 (4:49 pm)
Fixed in 1.1 Beta 2
Torque Owner Tobias B.
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