Game Development Community

How Best to Display Glass in Torque?

by Dave Calabrese · in General Discussion · 02/25/2003 (2:57 am) · 3 replies

Hey all..

Trying to compile a list of ideas here, thought I'd get the general GG's public input on this. What would you say is the best way to represent glass in Torque? And I don't mean a model, a window, a statue, or anything like that. I just mean, the technical method of doing it. I'm not even going to suggest any that I've thought of as I want to hear what everyone can come up with. As I myself need a very good method of displaying glass, I'm sure a discussing such as this could improve the visual glass display for all of the GarageGames community.

So, what do you think? What's the best way to display a glass material in Torque?

#1
02/25/2003 (5:33 am)
Just off the top of my head, I would look into using semi-transparent textures on 3d models.
#2
02/25/2003 (5:57 am)
actualy glass really isnt that hard, what I do is render whatever I want to make glass with chrome first, then use that crome render, set down the alpha value considerably (so its transparent) then with a little love I remap the picture to the object, give it a little environment map and walla, glass, heres some results I'm getting.

www.planbgames.com/progress/glass1.jpgwww.planbgames.com/progress/glass2.jpg
I've found that you really need both a static shine to the glass along with torques environment mapping (since the environment mapping usualy makes things look flat) to really get a cool 3d glass effect.

Eric Risser
www.planbgames.com
#3
02/25/2003 (6:43 am)
There's never a 'best' way to do anything in 3D. It all depends on wether you want something nice at a lot of cycles, or something just 'OK' for a few.

So the answer really depends on how important good looking glass is to your game, and how much CPU/GPU time you think it's worth spending on it.

If it's not much, then simple alpha blended polygons.

If it's a lot, then dynamically lit polygons with specular maps, fresnel terms, and every other bell and whistle you've ever read in a SIGGRAPH paper.