2 Replies Latest reply on Mar 15, 2007 1:18 PM by ensamblador

    Mirror Effect

    ensamblador Level 1
      Hi.

      Look at this: http://www.habitect.com/apartamento/

      The reflection in the floor. You know how they do that?. I thik they clone and mirror every model upside down. The floor have a little transparency.

      Maybe the polycount of the cloned poligons are optimized.

      Can I achieve a similar effect using reflection/refraction map??

      Thanks in advance.
        • 1. Re: Mirror Effect
          _lw Level 1
          >I thik they clone and mirror every model upside down. The floor have a little transparency.
          They did it defenitely this way.

          >Can I achieve a similar effect using reflection/refraction map??
          With reflectionmaps its only possible to fake reflections. The texture is just #wrapplanar and the transform of the camera is used to to make it allways look at the camera.

          refractionmaps are not supported by shockwave3D, but you could calculate them with lingo - but bad performance. Unfortunately there is no option in lingo, where you can grab the image of a camera and use it directly as a texture. You allways have to do some imaging-lingo.

          I whish we would have "cube environment mapping" build in shockwave3D, this could be very usefull in a lot of situations.
          http://developer.nvidia.com/object/cube_map_ogl_tutorial.html

          This "cube environment" could be done with some lingo, i did not tried it so far, but maybe it's possible to figure something out without using imaging lingo.

          I would suggest using mirrored models to get the effect, this seems to be the most performant way.
          • 2. Re: Mirror Effect
            ensamblador Level 1
            Thanks, this is what i have done.