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3 Dimensional Chat / Reflections on certain parts of models...?

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SJHooks
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Posted: 14th Jun 2010 06:12
Quick question, with models like bladed ones, reflective metals, and so on, how do you make reflections be on one part of the model but not on other parts? Is there a thing called reflection mapping? Like, what I mean is, if you imagine a smooth, polished revolver in a game, you'd think that the metal portions would be reflecting a distorted image of the background, and certain parts that aren't metal don't reflect. Somewhat like a knife, as in the blade would have high specularity and a somewhat reflective surface (if its not that grunged up), with a handle and guard that don't normally reflect. Any resolution to this? The only thing I can think of without researching (which I have) is to make the reflective parts of the model a seperate model with a reflective shader, and the other parts of the model that don't reflect a seperate model without this shader, but I'm sure this isn't the process for every model like that, right?

Isocadia
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Posted: 14th Jun 2010 08:37 Edited at: 14th Jun 2010 08:38
I believe that there is such a thing called reflection mapping. Someone else can probably tell you more about this, but if it exist it will probably work like white=perfect reflection black=no reflection and in between distorted reflection.

Isocadia


Edit: Note that I might be completely off with this. It's just my guess at how it could work and if it hasn't been done jet it would surprise me greatly.

Kira Vakaan
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Posted: 14th Jun 2010 09:30
@SJHooks: You use Blender, no? Well, regardless, Isocadia is pretty much right. You can tell Blender (and every other worthwhile 3D package, I'm sure) to use a texture to determine how reflective an object is at a certain point. Using a map like that allows for smooth transitions between areas with different material properties, as you can map textures to other properties as well, like specularity and alpha. In fact, just "texturing" an object is like adding a map to control the diffuse color.

In blender, you can also assign different materials to different faces in the same object, if you don't need to make any kind of transition.

Does that help?

Asteric
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Posted: 14th Jun 2010 20:13
Also, packages such as Unreal let you determine and select other textures and materials to be what the object reflects. As far as i know reflection maps work like specular, where white is full reflection.

Isocadia
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Posted: 14th Jun 2010 20:16
Quote: "@SJHooks: You use Blender, no? Well, regardless, Isocadia is pretty much right. You can tell Blender (and every other worthwhile 3D package, I'm sure) to use a texture to determine how reflective an object is at a certain point. Using a map like that allows for smooth transitions between areas with different material properties, as you can map textures to other properties as well, like specularity and alpha. In fact, just "texturing" an object is like adding a map to control the diffuse color.
"


Holy mother of models, I was (pretty) right, that's a first . But what do you want to do with reflection SJ?

Isocadia

SJHooks
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Posted: 14th Jun 2010 20:38
Thanks for the answers, I think I get it now... I did some more web surfing and found this three page photoshop tutorial which gives me a good example of such: Reflection Mapping.
Quote: "But what do you want to do with reflection SJ? "
@Isocadia: Well I was just thinking that reflective mapping would come in handy in many places, like if you want to make models for a racing game, usually the metal of the vehicles are polished, shiny, and reflective. The same applies for many objects such as bladed ones, certain weapons, and even things like mirrors. The only question I have about this left is basically for blender users: How do you apply reflection maps in blender? In games, I'm pretty sure that like normal or specular maps, there's a shader for this stuff, but it helps to preview your work too. Thanks -SJHooks.

Kira Vakaan
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Posted: 15th Jun 2010 01:51
It depends on the version. I don't remember if you ever told me the version of Blender you're using, but for 2.49 it's under the Materials tab of the Buttons window under the Map To tab for textures. Select "RayMir" and deselect "Col".

For 2.5, it's under the Textures panel of the Properties Window. The last option under Shading, near the bottom is Ray Mirror (probably abbreviated to R: ). Check it on.

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