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djbozkosz
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Joined: 06 Mar 2013 Posts: 94 Location: Czech Republic 1861 Bank Notes
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I wrote short manual, how to make env maps.
Before creation, you need some pictures for texture. Propably best are screens catched directly from environment (by Fraps, etc...).
For tutorial I didn't use scene pics but sky textures (SKY 3 *.BMP).
1. First of all, create in Photoshop new rect image (eg. 512x512).
Then insert top image and place it at the center.
After this, insert side image and use free transform (Ctrl+T) to resize it into white place. But don't apply transformation yet. Then right click to layer and use Perspective transformation. Use upper layer corner (if layer is at bottom) to clip upper side onto center layer (see image bellow). Angle should be 45°.
2. Repeat steps above for side images and at the end merge layers. But not with background.
3. 4. Then use free transf. again and switch to Wrap mode (on top panel or right click). From combo box select Inflate Wrap mode and with top point bend layer to 100%. Then swith back to free transf and reduce size.
5. Last step shows invisible texture parts (red) and badly visible (green).
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4ds examples:
env1a.bmp - for full reflection: mode overlay, ratio: 100%, eg. for glass
env1b.bmp - for additive refl.: mode overlay+additive, ratio: irrelevant
env1c.bmp - for not full refl: mode overlay, ratio: ...%, or for glass additive: mode overlay+additive, ratio: irrelevant
env1d.bmp - for additive refl. with freshnel effect: mode overlay+additive, ratio: irrelevant, for flat geometry (water, etc..., not walls)
Reference:
http://members.gamedev.net/JasonZ/Paraboloid/DualParaboloidMappingInTheVertexShader.pdf
http://www.ozone3d.net/tutorials/glsl_texturing_p04.php _________________
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AsaSK
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Joined: 24 Feb 2013 Posts: 634 Location: London, England 9864 Bank Notes
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huckleberrypie
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Joined: 08 Aug 2014 Posts: 151
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Looks interesting. From what I heard this was the same method R* used for the reflections in GTA IV, except that the latter was generated in real time. |
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