God rays, dynamic depth of field, night vision scopes & binoc, thermal/infrared scopes, rainbows, dynamic wet surfaces with reflections, and many other effects. SECOND PATCH RELEASED.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Indoor reflections
embed
share
view previous next
 
Post comment Comments
Css_fan64
Css_fan64 Jun 13 2013, 5:53pm says:

Lovely reflections!

+3 votes     reply to comment
jketiynu
jketiynu Jun 13 2013, 6:13pm says:

Must...have...now.

+1 vote     reply to comment
[TZP]LoNer1
[TZP]LoNer1 Jun 14 2013, 3:53am says:

This is truly amazing meltac. well done.

+1 vote     reply to comment
Meltac Author
Meltac Jun 14 2013, 4:12am says:

Thanks. The implementation of the reflections ist not finished, they might even be improved. However, as they are "fake" reflections it's impossible that they ever will look like the hardware-supported reflections as seen in current game engines. Still, for the fact it's just a fake I'd say it looks pretty well.

+1 vote   reply to comment
[TZP]LoNer1
[TZP]LoNer1 Jun 14 2013, 4:54am replied:

IIRC it reflects of the decals as well? or not?

+1 vote     reply to comment
Meltac Author
Meltac Jun 14 2013, 9:55am replied:

sorry, what decals do you mean?

+1 vote   reply to comment
[TZP]LoNer1
[TZP]LoNer1 Jun 14 2013, 10:30am replied:

shubbery on the floor (the papers and dirt etc.)

+1 vote     reply to comment
Meltac Author
Meltac Jun 14 2013, 11:21am replied:

Ah, well, yes. I have no means to distinguish between different "materials" on the floor as long as X-Ray treats them as the same material (what's the case here). However they should be less reflective because color plays a role as well.

+2 votes   reply to comment
TehCourtJester
TehCourtJester Jun 19 2013, 6:54pm replied:

Maybe have a cross between the emulated system seen in LURK utilizing the gloss factor method in coercion with your fakes ones would make the best possible effect.

+1 vote     reply to comment
Meltac Author
Meltac Jun 20 2013, 3:23am replied:

I'm using the gloss method as well, it's just less obvious here because of the dominant object reflections.

+1 vote   reply to comment
Judicat0r
Judicat0r Jun 14 2013, 11:16am says:

It is unbelivable how much this shaders and this in particular add to the game.

+2 votes     reply to comment
ketxxx
ketxxx Jun 17 2013, 6:41am says:

Interesting effect. I'm not sure it looks right in that particular building as the roof is in tact so theres no way rain could blanket the whole floor in that building, but the effect does look pretty good.

+1 vote     reply to comment
Meltac Author
Meltac Jun 18 2013, 4:15pm replied:

Well, the windows of virtually all buildings in SoC are broken - they do not contain any glass anymore. That way it's entirely possible that the floor becomes wet during heavy rain.

+1 vote   reply to comment
Daemonion
Daemonion Jun 17 2013, 12:16pm says:

Looks great, Meltac.

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Description

Wet or just floor polished and waxed? You decide.

Image Details
Type
Demonstration
Date
Jun 13th, 2013
By
Meltac
Size
1920×1200
Options
URL
Embed (big)
Embed
Share
Report Abuse
Report media
Add Media
Members only