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Post by jurisprudence on Feb 16, 2019 13:20:35 GMT -5
Hello again.
This morning I picked up where I left off on a glass-bottomed table I was working on, but since I now have a different question about it, I thought I should begin a new thread. I was so excited about the way it looked in my game, I didn't realize that the reflective part is only on one side of the table. I have tried unwrapping the reflective portion in every way imaginable, 'flipping' the back parts (not the normals, but the box-unwrapped portions in an unwrap program I use), and even mirroring the mesh and joining it under the same cut number, but no matter what, the "mirror" only faces front. Before I spend any more time on it, is it possible to even do this? Am I looking in the wrong place for the answer (i.e. mesh vs tuning)? Thanks in advance!
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Post by Mathcope on Feb 16, 2019 14:21:51 GMT -5
The mirror shader is a bit tricky if you have it in both sides of the same object. I'm not sure if it can completely be done. But if you share your files I can take a look.
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Post by brujah on Feb 16, 2019 14:36:16 GMT -5
I'm certain it is able to be done. The mesh will need to have separate cuts and mirror shader material for each mirror plane.
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Post by Mathcope on Feb 16, 2019 14:49:28 GMT -5
That makes sense Brujah. I've seen it getting weird when using the planes assigned to the same shader group. Never tried to make it into separated ones. Good to know.
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Post by jurisprudence on Feb 16, 2019 16:27:52 GMT -5
Thank you very much. Right now I am a little confused, and I don't want to go too much into it since I don't want to derail the discussion, but I have misplaced my original. In the Recycle Bin hereafter. Lol. Recuva says it will take 4 hours to go through and find my deleted files, so I just kind of made it again from the non-mirrored version I originally made. The thing is, I can almost swear that on the old file, I had a map for each cut, whereas on this one (I used a floor mirror this time as opposed to a wall mirror last time) it only has the one, and both cuts are unwrapped to it. Not sure if that is a bad or good thing. Anyway, here it is, and sorry for uploading to Mediafire. Just yesterday I signed up with PCloud and will learn how to share files on it, today. MirroredTable
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Post by jurisprudence on Feb 16, 2019 16:37:21 GMT -5
@brujah This sounds promising. The front half of the table base, and the back part ... but then I also have portions facing up. I am working with three cuts and number 2 is already assigned to the base, 1 to the tabletop, so maybe I could use zero for the other half? If so though, how would I assign it as such for the game to recognize? My mind tells me that it is all theoretically possible, it just can't make the leap to how.
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Post by jurisprudence on Feb 26, 2019 4:02:41 GMT -5
Anyone? I am currently splitting it up in pieces (front, back, top, etc.) and joining it together in-game. So far, so good, as it does not matter what way the mirror portion is facing in blender - as long as it is one way, but I'd love to know for future projects if there is a way to do this. Thanks!
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Post by brujah on Mar 5, 2019 7:37:38 GMT -5
Each mirror plane will have to be a separate cut. If there aren't enough in the object, the additional cuts will be ignored. You can use any object and turn it into something else.
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Post by jurisprudence on Mar 5, 2019 18:38:04 GMT -5
Each mirror plane will have to be a separate cut. If there aren't enough in the object, the additional cuts will be ignored. You can use any object and turn it into something else. brujah Thanks, Brujah. After the fifth piece-it-together part, I finally gave up on this project - this time for good. I opted for a non-mirrored version on which I changed both the spec map and the bump map to one I 'borrowed' from a particularly shiny object. It does not look as lovely as the glass table did/would have, but I can live with it. Again though, thank you for taking the time to reply. You are appreciated!
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