Water Reflectivity

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shrinkshooter

FNG / Fresh Meat
Jun 4, 2009
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In KF-Manor, a picture of trees is reflected in the water. Is there any way I can manually replace that picture with that of another one that would more appropriately fit my level? In other words if I have clouds in the sky, how can I change the picture to clouds?

Also, I'm making a beach...is there any moving water with reflectivity that I might use that could be used for an open body of water like that? I'd prefer not having to custom make an animated texture.
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,069
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liandri.darkbb.com
Google for a cubemap / texenvmap tutorial. That should explain how to get "reflections" working. For moving water you just use the reflection in a combiner with the moving water texture instead of the still one. The water will move then, but the reflection will stay.
 

shrinkshooter

FNG / Fresh Meat
Jun 4, 2009
40
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I understand what you're telling me but I don't know how to do it. The best I found is this: http://wiki.beyondunreal.com/Legacy:Cubemap which details how to go about making a custom cubemap in Ued. The main problems are, I don't really know what a cubemap is (I have looked it up, but it's never described in terms meant for people who don't deal with them) and I'm not sure how I would make a combiner.
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
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liandri.darkbb.com
This might be a better turorial (I should have linked to it immediately, but I was lazy. Sorry):
http://udn.epicgames.com/Two/MaterialsEnvironmentMaps.html

A short description:
A "CubeMap" is an artificial entity that combines six images to a cube. If it is used in a TexEnvMap it can be mapped to a surface (the TexEnvMap acts like a texture then) and if someone is looking at that surface he sees into the cube of the CubeMap.
If the CubeMap consists of screenshots from your level (the link explains how to get those to form a cube) the surface will appear to be reflecting your level like a mirror. Even though, of course nothing is actually mirrored. For example you cannot see yourself or anyone else in the mirror. Only the screenshots you took before.

You don't need a combiner, thinking about it. A Shader should do fine or better.
Create a Shader, when you are done with your TexEnvMap (see tutorial above), and use your water texture as Diffuse in the Shader. If you want moving water, pack your water texture into a TexPanner first and use the TexPanner as Diffuse then.
Use the TexEnvMap as Specular.
Use an appropriately translucent texture as SpecularMask in the Shader so the TexEnvMap's reflection effect is toned down a little so it looks more natural.
 

chewmyheadoff

FNG / Fresh Meat
May 21, 2009
436
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UK
bunnyhead.tk
Oh right I should have known that.

How do you darken the large white water splashes when you run through it? Is it possible to only make the fluid surface move around and not have the fake white ones?

Also the reflectivity works fine in unreal ed, but in the game there is no reflectivity. Is there a setting in my options to turn it on or something?
 
Last edited:

Murphy

FNG / Fresh Meat
Nov 22, 2005
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liandri.darkbb.com
Oh right I should have known that.

How do you darken the large white water splashes when you run through it? Is it possible to only make the fluid surface move around and not have the fake white ones?

Also the reflectivity works fine in unreal ed, but in the game there is no reflectivity. Is there a setting in my options to turn it on or something?
@all: Please discuss the reflectivity problem here. Thanks.