ivan.cuevas Posted February 27, 2014 Posted February 27, 2014 Hi, Latest SDK Direct3D11 renderer Execute BodyWater demo Rotate de camera Looks like there is an strange reflection as the attached image shows. Best regards, Iván.
necris Posted February 28, 2014 Posted February 28, 2014 Hi Ivan,I'm afraid this issue won't be fixed.Reflection is calculated by flatness.As a workaround you can change Z-axis for water relative to reflected objects or just bake reflections in cubemap.
demostenes Posted March 3, 2014 Posted March 3, 2014 just bake reflections in cubemap. How? I know I can grab cubemap for whole evironment, but how to grab cubemap exactly for given water mesh to bake reflections of surroundings?
necris Posted March 5, 2014 Posted March 5, 2014 Demostenes,Sorry if I confused you.I told about workaround only, when you don't need exact reflections or can avoid its necessity. For example, if you have an open sky above or sometimes a dense forest.Baking process itself is standard: Open Tools -> Grabber tab and choose Cube option. Save cubemap in the dds format. Go to Materials settings -> States tab and uncheck Dynamical reflections. Go to textures tab and Set Reflection -> Static texture.
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