RT reflecting cars

Paulov

21-12-2006 10:28:33

Hi
Gothan project cars reflect the enviroment in real time, do you think it could be done with the ocean shader? (I know only works for Pro users).
But I mean, if the waves are set to "0" the ressult sould be a plane RT enviroment refflecting surface. May be this wont work for curve survaces, or may be it would, dont know.

just this

Evak

21-12-2006 21:54:41

you should be able to, the problem I see is that you need to render a cubic map for each RT reflective object in the scene. I guess you could have a view distance fall off, or just have the player car be reflective.

Also adjust the render to texture FPS to a set value. The Xbox game I worked on a few years ago had the player vehicle reflections update at 15FPS whilst the rest of the game ran at 60. Not ideal but it was still nice.

Paulov

22-12-2006 11:29:03

thanks for the answer.

(...) you need to render a cubic map for each RT reflective object in the scene. I guess you could have a view distance fall off.

Aha, true. The distance fall off would be necessary, and may be also excluding some objets from the render to texture so that it reflects a simpler enviroment, something similar to the render to texture done in many mirror simulations in racing games.


(...)or just have the player car be reflective.
yes, this should be enough, and make the others "reflect" by adding enviroment map.

(..)adjust the render to texture FPS to a set value
I saw this in Projetct Gothan 1, in that game it really gave a bad effect, at least at the FPS count it was made, it was something like 5FPS, horryble.
But probably with the FPS count like the one you suggest would be enough.

bye