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created Reflective Material Help?
on 04-12-2012 08:05 AM
Hi.
I've just come to CryEngine from UDK, as I found UDK a little too complex for what my projects entailed.
I've been wanting to make a black floor, that is reflective of the things around it (lights, objects, etc), but I can't seem to find any tutorials, or posts detailing this.
I did see another thread slightly linked to this, however it was not what I was looking for.
I got the idea from Star Wars (Original, I know), and can't seem to get it to work in CryEngine.
Any help regarding how to do this would be much appreciated, thanks allot.
Edit: I do not want it see-through (transparent), just the reflective surface, thanks.
Edit2: This is a screenshot from StarWars, not in-game, Im trying to achieve this effect!
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, null,
6 Posts,
Join Date Jan 2012,
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I don't get it, so this is a screenshot from starwars but not ingame?! So this is not CE3?
Anyway, making reflective materials is actually very easy, you only need a environment probe in your level, either that or you can force a environment cubemap in the material, by loading a cubemap in the environment cube map slot, and ticking environment cubemap in the shader params.
So the rest is up to you, I sugest increasing the glossiness a lot, having a very dark difuse, and a very bright spec for even more reflections.
PS. If you have a DX11 card, and you run the editor in very high, you get real-time reflections on high gloss materials, like the floor in the screenshot.
Have fun.
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, dedicated polycounter,
1,830 Posts,
Join Date Aug 2007,
Location derp land
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Quote:
Originally Posted by [HP]
I don't get it, so this is a screenshot from starwars but not ingame?! So this is not CE3?
Anyway, making reflective materials is actually very easy, you only need a environment probe in your level, either that or you can force a environment cubemap in the material, by loading a cubemap in the environment cube map slot, and ticking environment cubemap in the shader params.
So the rest is up to you, I sugest increasing the glossiness a lot, having a very dark difuse, and a very bright spec for even more reflections.
PS. If you have a DX11 card, and you run the editor in very high, you get real-time reflections on high gloss materials, like the floor in the screenshot.
Have fun.
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Thanks for the response.
I tried looking at the environment probe, however it doesn't really make it very reflective, and it's certainly not black. Could you link me to a guide? Or give me some general guidelines on how to make the floor black, but only slightly reflective, thanks.
Edit: Tried it, but it's really low-res, and looks a bit off, any help?

Last edited by NoSoap; 04-12-2012 at 09:05 AM..
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, null,
6 Posts,
Join Date Jan 2012,
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From that screenshot you can see that your cubemap_resolution is 128. You'll want to bump that up for a better reflections.
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, polygon,
669 Posts,
Join Date Jan 2010,
Location Edinburgh
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Quote:
Originally Posted by Wesley
From that screenshot you can see that your cubemap_resolution is 128. You'll want to bump that up for a better reflections.
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It's still off-center, and the reflections dont look as If there coming from the right place.
Here's how I mean (I know it'd be a bit more blurred than this, but this is just to illustrate that it's way off, and the reflections dont look as if there coming from the right places?

Last edited by NoSoap; 04-12-2012 at 12:24 PM..
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, null,
6 Posts,
Join Date Jan 2012,
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You're not going to get accurate reflections with cubemaps. Real-time games just aren't good at doing real reflections. If you have a DX11 card, you could try doing as a poster previously said and use CryEngine's RLR.
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, vertex,
33 Posts,
Join Date Mar 2005,
Location Baltimore
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Quote:
Originally Posted by jRocket
You're not going to get accurate reflections with cubemaps. Real-time games just aren't good at doing real reflections. If you have a DX11 card, you could try doing as a poster previously said and use CryEngine's RLR.
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I've got DX11 card, but I've got CryEngine 3 SDK - Free, thus I can't find a way to activate DX11, as it's stuck on DX9.
Apparently the .dll's aren't included in the free version?
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, null,
6 Posts,
Join Date Jan 2012,
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I wanted to play around with some DX11 features a while back and just bought Crysis 2 for the SDK. I know that's not great advice, but... I think I picked it up for under a tenner. So it's not that bad.
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, polygon,
669 Posts,
Join Date Jan 2010,
Location Edinburgh
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there should be a tickbox for realtime reflections in the shader params section of your material. DirectX11 for FreeSDK is not out yet, so you'll have to wait.
There is a DX11 update coming which will include a lot of goodies like tesselation, but nobody knows when it'll hit.
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, polygon,
530 Posts,
Join Date Nov 2010,
Location Tampere, Finland
, polygon,
669 Posts,
Join Date Jan 2010,
Location Edinburgh
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