How to make reflection effect

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  1. #1

    Default How to make reflection effect

    Take a look at this samples:
    [url]http://earthwormjim.free.fr/demo/light_test.htm[/url]
    [url]http://www.noisecrime.com/develop/techdemo/dmx/reflectiontest10.htm[/url]

    There are reflection on floor and water from other models. We can move and
    rotate the camera and the reflection will look real. How can I do the same
    effect? May be you have some example. Thank you.

    SWDmaster Guest

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  3. #2

    Default Re: How to make reflection effect

    If you are using Max, select a reflection map as well as a diffuse map under
    'maps' in the material editor.

    The reflection map will export into Director.

    This is as far as I got to get it to work so don't ask me how to get it to
    look perfect :)

    Michael
    UK

    Michaelcov Guest

  4. #3

    Default Re: How to make reflection effect

    Thank you.
    But using this way we will make only one image reflection. But not reflection from all objects. May be are there ather ways?
    SWDmaster Guest

  5. #4

    Default Re: How to make reflection effect

    Do you refer to a real-time reflection simulation like the noisecrime
    example?

    Max


    Max Guest

  6. #5

    Default Re: How to make reflection effect

    From the look of the second example, it looks as though they've simply
    duplicated the geometry they want reflected, then mirrored it. By placing a
    partially transparent surface where the 'mirror' is, you get the effect of a
    reflection.

    I assume this is how it was done with this example, I only say this because it
    doesn't seem to be inccuring the large frame rate hit involved with rendering
    the scene to a texture (as per the first example).

    How they did the first example is a bit over my head, but I think the
    generally principle is to have a second camera positioned at the mirrored
    location between your viewing camera and the water. The render the scene from
    this second camera, turn this image into a texture (via imaging lingo, the bit
    that inccurs the performance hit), then use this texture in the waters
    'reflection' map channel.

    Obviously the second approach is far more complicated, and less flexible if
    performance is required, but it is dynamic and will reflect the scene even if
    it changes. Whereas the first method outlined here would require you to keep
    copies of objects you wanted to appear in the reflection, and if and
    transformation occurs, apply this to all instances of the model.

    Hopefully someone else might be able to explain this better.

    Regards
    Jonathan Pace
    [url]www.unwrong.com[/url]

    jrPace Guest

  7. #6

    Default Re: How to make reflection effect

    For a second example (real reflection simulation), you write on Dir3d-l
    mailing list at:

    Email:
    [email]Dir3d-l@nuttybar.drama.uga.edu[/email]

    Website:
    [url]http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l[/url]

    Bye
    Max


    Max Guest

  8. #7

    Default Re: How to make reflection effect

    Jonathan is right.
    Two techniques are involved: faked lights (LightMaps) and duplicated models.
    Anyway, from certain angles you can figure out the "faked reflection".
    cheers
    necromanthus Guest

  9. #8

    Default Re: How to make reflection effect

    Off topic, but that last comment is somewhat misleading. Lightmapping is a
    form of "static" lighting, meaning the light information is pre-calculated and
    not rendered per frame. Lightmaps are usually generated as textures with
    level building tools like Radient, Worldcraft or with modelers like 3dsmax
    (using the render to texture function). "Fake" seems to imply there is such a
    thing as "real" lighting. "Dynamic" lights are calculated per frame, such as
    the 4 types of lighting in SW3D, but since these affect fill on a per-vertex
    level, the accuracy is dependent on the degree of tesselation (# of triangles)
    of the model, usually too low in a real-time scene for a good effect. So if
    you have, let's say a torch on the wall, and you want it to cast light on the
    walls and floors with a nice dropoff and with shadows, you need to use
    something like lightmaps.

    Alexx's demos is good example of lightmapping via multitexturing. The sliders
    appear to be modifying the intensity of two different lighting maps (textures),
    probably via imaging Lingo operations on a bitmap, unless he's got a radiosity
    renderer built in there ;-). The wallpaper texture is tiled with a different
    set of texture coordinates than the lightmap textures, which is a technique
    most games use for static lighting. The geometry is duplicated below the floor
    for the reflection effect, but the real point of this demo is the lightmapping.

    Noisecrime's reflection demo is entirely different and probably as good as
    this effect can get in the current SW3D engine. As Jonathan points outs, there
    is a secondary camera rendering the view of the world below the water surface,
    mirroring the position of the viewer's camera. This view is mapped to the
    water model as a projection (from the viewpoint of the reflection camera).
    AFAIK, this mapping has to be done manually, not by using the #reflectionmap
    texture channel. Since SW3D doesn't have the ability to render directly to a
    texture buffer, a common technique is to place the secondary camera on the
    stage and copyPixels() the result into an image object which is assigned to the
    water texture (you can see the secondary camera if you point your browser to
    the *.dcr file). This needs to be done whenever the viewer's position moves,
    which I would have expected to be a big performance bottleneck, but this demo
    runs surprisingly well (the SW3D engine and the imaging Lingo engine cannot
    share buffers, unfortunately, which is the reason the water texture has to be
    kept relatively low res). In addition, he's got mesh deformation to simulate
    the water ripples, the texture coordinates are being modified to simulate the
    water refraction, and the normals are being regenerated so that the specular is
    animated, all this is being done every frame. Since this reflection effect is
    dynamic, I would hardly dismiss it as "fake", I thought this demo was pretty
    d*mn impressive when I saw it.

    nick kang Guest

  10. #9

    Default Re: How to make reflection effect

    Here's a good diagram describing reflection textures:
    [url]http://www.futurenation.net/glbase/reflect.htm[/url]
    ------------------------
    nick * rasterwerks - com
    nick kang Guest

  11. #10

    Default Re: How to make reflection effect

    Originally posted by: nick kang
    Lightmapping is a form of "static" lighting, meaning the light information is
    pre-calculated and not rendered per frame.
    And this is a faked light !
    too much noise for nothing ...




    necromanthus Guest

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