Ambiera ForumDiscussions, Help and Support. |
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So, i've found this new way of creating reflective objects that is rather intensive on performance depending on how much polygons your model has, but imo looks better than the default coppercube reflections. Basically you'll need two instances of your mesh, both on the exact same position, one with the diffuse texture set to transparent (add), and the other with a solid specular map texture and envmap texture set to solid fake reflective. This way you can make glossy objects that don't look metallic like the default reflective material, and also have an extra layer of detail by using a specular map. Although this is kinda useless with high poly models as it will be extremely intensive on performance and you'll be better off using @just_in_case 's light shader, i still think it's a pretty cool trick if you want to quickly create a reflective material. |
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It is seems good idea. Can you create a video or example file for that? |
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Very interesting, I would like to see a demo, the idea is great! |
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This is a faked multipass render (Because alpha will always render first due to the Zpass). we did this in blitzbasic and 3drad as well , Its only way I've managed to get a spec metal look in CC without a shader. I did find that if I moved a object with its alpha clone as a child it was sometimes not aligned correctly. otherwise it does work alright. Sam |
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@Coppernoob Can you show us a demo? |
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This method might appear glitchy, depending on the camera position, as mentioned by @Coppernoob due to the Z-order issue, it will also increase the file size and might be performance heavy as it will double the amount of polygons. With the next update of Coppercube one, can simply use the RenderToTexture command and can cast the environment as texture, and can directly use the specular lighting. The same command can be used to create vertical mirrors as well. |
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