Glass Material
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Glass Material
Does sio2 support a glass material render? What would be best the best approach?
jj- Posts : 77
Join date : 2008-09-24
Re: Glass Material
Can you describe what do you want to do first? Cuz the term is large... I mean really depends what do you want to create... On iPhone there's no shaders or cubemap not event GL_TEXTURE_GEN_MODE, so you an forget right away about chromatic aberration, real time reflection, fresnel reflection, reflection map or anything else fancy like that...
So it really depends on what you are trying to achieve and what are the minimum requirement to create the effect that you want
So it really depends on what you are trying to achieve and what are the minimum requirement to create the effect that you want
Re: Glass Material
Here, I would be attempting to render something like a curved glass bottle. Definitely refraction, etc...
Where might I begin. Does this mean the only thing really supported is alpha?
Where might I begin. Does this mean the only thing really supported is alpha?
jj- Posts : 77
Join date : 2008-09-24
Re: Glass Material
Im afraid so... the best that you can do (in 1 rendering pass) is:
- Use 2 texture channel 1 for diffuse map (with alpha and a sio2Material blending mode, probably screen like in the gimp) the other one a reflection map.
1. Render the diffuse normally
2. Check out the source of MESA to see how you can calculate on CPU what exactly glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP ) and glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP ) does and apply dynamically the UV of the second texture channel.
So you'll get a transparent shape and when the camera is moving around you'll have the impression of reflection but in fact its fake That should look acceptable on the iPhone and should not be to computationally (<- is that even a word?) expensive.
Might wanna give it shot
Cheers,
- Use 2 texture channel 1 for diffuse map (with alpha and a sio2Material blending mode, probably screen like in the gimp) the other one a reflection map.
1. Render the diffuse normally
2. Check out the source of MESA to see how you can calculate on CPU what exactly glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP ) and glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP ) does and apply dynamically the UV of the second texture channel.
So you'll get a transparent shape and when the camera is moving around you'll have the impression of reflection but in fact its fake That should look acceptable on the iPhone and should not be to computationally (<- is that even a word?) expensive.
Might wanna give it shot
Cheers,
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