Simple specularity
by Phil Carlisle · in Torque Game Engine · 11/15/2003 (4:50 am) · 7 replies
Hey Guys.
Ive been thinking. I'm sure I recall a method of having an env map for specularity in standard OGL. Or was this a non standard thing?
I'm thinking of adding in an env map for a reasonable looking shot at doing specularity for my vehicle classes which is basically just another pass with the env map (a specular light) setup.
Anyone aware of the GL method of doing this?
Phil.
Ive been thinking. I'm sure I recall a method of having an env map for specularity in standard OGL. Or was this a non standard thing?
I'm thinking of adding in an env map for a reasonable looking shot at doing specularity for my vehicle classes which is basically just another pass with the env map (a specular light) setup.
Anyone aware of the GL method of doing this?
Phil.
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#2
Here's a tip on environment mapping - you don't need a realistic environment or cube map to make fake reflections look good. A colored blob look comes off great - Halo uses that type of thing a lot - take a look at their source art sometime. Another env map tip - blur the map, clear and sharp env maps don't look nearly as good as soft ones. Also - use environment map colors that match the colors of whatever surface you are reflecting. So if it's a yellow surface, use a yellow env map.
You can also just do another pass with a standard environment map that is all black except for an attenuated white circle in the upper left or right corner. It's how we simulated specular in the good ole days in the demo scene.
11/15/2003 (7:31 pm)
Hey Phil, I'd take a look at doing cubemaps - are you sure you need extenions to pull that off Mark? That would be a bummer. Halo's vehicles really look great with the cubemaps they've got.Here's a tip on environment mapping - you don't need a realistic environment or cube map to make fake reflections look good. A colored blob look comes off great - Halo uses that type of thing a lot - take a look at their source art sometime. Another env map tip - blur the map, clear and sharp env maps don't look nearly as good as soft ones. Also - use environment map colors that match the colors of whatever surface you are reflecting. So if it's a yellow surface, use a yellow env map.
You can also just do another pass with a standard environment map that is all black except for an attenuated white circle in the upper left or right corner. It's how we simulated specular in the good ole days in the demo scene.
#3
Cube maps were added to the OpenGL core in 1.3, so on windows, you probably should query for the extension. Any recent driver should support it, though.
11/15/2003 (8:47 pm)
Quote:are you sure you need extenions to pull that off Mark?
Cube maps were added to the OpenGL core in 1.3, so on windows, you probably should query for the extension. Any recent driver should support it, though.
#4
Yeah, I was thinking mainly for specularity a big white blob would look fine.
The demo method is pretty much what I was thinking of. I dont particularly want env maps, more just some fakey specularity to pull the highlights out.
Hehehe.. I think thats where I remember doing this stuff before. Loooong time since I was into demo stuff, but still :)
Thanks for the suggestions guys.
Phil.
11/16/2003 (12:56 am)
Hey Brian!Yeah, I was thinking mainly for specularity a big white blob would look fine.
The demo method is pretty much what I was thinking of. I dont particularly want env maps, more just some fakey specularity to pull the highlights out.
Hehehe.. I think thats where I remember doing this stuff before. Loooong time since I was into demo stuff, but still :)
Thanks for the suggestions guys.
Phil.
#5
"You can also just do another pass with a standard environment map that is all black except for an attenuated white circle in the upper left or right corner. It's how we simulated specular in the good ole days in the demo scene."
What is the size of this circle ? And how attenuated ? :) Can you show me a little example of this texture, how its looks like exactly ?
11/21/2003 (7:42 am)
@Brian"You can also just do another pass with a standard environment map that is all black except for an attenuated white circle in the upper left or right corner. It's how we simulated specular in the good ole days in the demo scene."
What is the size of this circle ? And how attenuated ? :) Can you show me a little example of this texture, how its looks like exactly ?
#6
Try it with torque's current env map setting? might work :)
Phil.
11/21/2003 (8:09 am)
Its basically like you'd see a glow image done (just a gradient circle) but applied as an env map.Try it with torque's current env map setting? might work :)
Phil.
#7
11/21/2003 (10:24 am)
I think that if you try a few different size and shapes of circles, you'll quickly find the right combination.
Torque Owner Mz
If you don't mind using extensions, you could use cube maps as well.