How to get smooth environment maps ala NFSU2

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glenneaux
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How to get smooth environment maps ala NFSU2

Post by glenneaux »

hey,

I have an artist trying to make and environment map a car aiming for similar results as achieved in NFSU2 but we haven't been able to reach that goal.

Image

The material definition for the environment map is:
material 2___Default
{
technique
{
pass
{
cull_hardware none
ambient 0.619608 0.619608 0.619608 1
diffuse 0.619608 0.619608 0.619608 0
specular 0.1 0.1 0.1 1 0

texture_unit
{
cubic_texture cube.dds combinedUVW
env_map cubic_reflection
tex_coord_set 2
colour_op add

}
}
}
}
What are we missing here?
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sinbad
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Post by sinbad »

As you can see from the Demo_Cubemap sample, it's entirely possible to get nice smooth cubic reflections in ogre. Perhaps your model doesn't have enough tesselation (you need smoothly changing normals to make the reflection smooth), or maybe the normals are screwy. The other thing to beware of is using any scaling on the node the entity is attached to.
Lioric
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Post by Lioric »

Looks like there is some normals problem, and too low poly resolution, or probably is just the screenshot

Lioric
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glenneaux
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Post by glenneaux »

bump
Image
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jacmoe
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Post by jacmoe »

sinbad wrote:Perhaps your model doesn't have enough tesselation (you need smoothly changing normals to make the reflection smooth), or maybe the normals are screwy.
Any comments? :)
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RoundSparrow
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Post by RoundSparrow »

Suggestion is to post your original model file and/or mesh file ... see if someone will look at it.
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Rixeh
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Post by Rixeh »

Owch that model just screams "NORMAL MAP ME PLEASE" ;)
Sindwiller
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Post by Sindwiller »

Rixeh wrote:Owch that model just screams "NORMAL MAP ME PLEASE" ;)
http://developer.nvidia.com/object/melody_home.html

mfg, Sindwiller
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glenneaux
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Post by glenneaux »

bump

j/k :P
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sgrgc
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Post by sgrgc »

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