Combining Cubic Environment Mapping & Dot 3?
Blitz3D Forums/Blitz3D Programming/Combining Cubic Environment Mapping & Dot 3?
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I'd like to use cubic mapping for the water in my game but without adding geometry (which I don't want to do) it looks like a flat mirror. Is there any way I can use a Dot 3 normal map to provide the necessary noise. I had a quick go but it doesn't seem to work. Or am I barking up the wrong tree? |
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For the ocean I use a second plane with dot 3 normal map applied to it (and combined with the mesh with the cube map). I think it is not possible to combine both in the same plane mesh. |
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How does that look? I can't see how a second plane can possibly affect the normals used by the cube-mapping. |
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No,you have to apply the dot3 to the second plane-mesh and the effect is good enough for me: the cube mapped mesh is transparent and you can see the second plane-mesh(you can use either)with the dot3 normal map texture( like the noise of waves) through it. I donīt know if it is what you meant, sorry , and also excuse my poor english. |
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Couldn't you just use multitexturing for this?EntityTexture Mesh,cubemap_texture,0,0 EntityTexture Mesh,normalmap_texture,0,1 |
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Yes. That's what I tried but it didn't really work. I want the normal map to affect the normals used by the cubic map. But that doesn't happen, the bump map is simply applied to the underlying image. |
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WHat you'll probably need to do, i saw this around these forums. It's a special cubemap, specifically shaded. So, then when blended with a normalmap, it produces the correct normals for the lighting on the DOT3 map. It was a test on an MD2 model... i'll try and see if i can find it :o) |
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You cannot use a dot3 map to distort the cubemap reflection, if that is what you wanted...You may be able to do it by fiddling with some DirectX stuff in a dll, Tom Speed has made a few modifications like that. |
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I think he wants the normal map to be distorted by a blended cubemap. And that to sit on top of the water cubemap... i think :S |
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That would be a nice thing to be able to do, for sure :) |