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3 Dimensional Chat / Reflections & Luminescence in Model Textures?

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Riley_Pizt
21
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Joined: 23rd Dec 2003
Location:
Posted: 4th Mar 2004 09:34
I would like the textures for my character models to have true reflection in its chrome and other polished surface textures. I would also like glowing or luminescence in some other area textures. Can this be done in Dark BASIC Pro and if so, exactly how?

If true reflections aren't possible using a camera/portal, then how would I implement "fake" reflections using cube or environment mapping? Can multiple source textures be used in cube or environment mapping to change with world/map changes?

What about glowing or luminescence? Would that be accomplished through a pixel or vertex shader? If so, exactly how would I implement something like that?

I realize these are difficult questions but my searches haven't turned up anything useful on these topics.
AlecM
22
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Joined: 26th Aug 2002
Location: Concord, MA
Posted: 4th Mar 2004 09:40
Making objects glow? You best bet is to set emmisive values. But if you just want part of a texture to glow it gets trickier. I would paint the whole thing pretty dark and paint the glowing parts bright. Then set the whole thing to full bright.

Van B
Moderator
22
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 4th Mar 2004 17:24
I'd use 2 copies of your model, one with the standard texture and lighting, and one with just the shiny areas. You can apply a glow detail texture to the standard texture model using SET DETAIL MAPPING ON Obj,Img. On the shiny textured model, you apply a sphere map or cube map using SET SPHERE MAPPING ON Obj,Img.

I personally dislike cube mapping because it uses so much memory and is slower, I like the simpler sphere map command and I think it gives a nice effect considering it's low FPS drain. You will have to experiment with the detail textures, like try using middle grey as the base colour instead of black, also look into blend mapping modes for the best results.


Van-B


The nature of Monkey was irrepressible!.

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