Hey All,
Im creating a simple reflection with a camera vector going to a component mask then into the texture sample, the problem is that it seems to tile the texture 4 times with the intersection appearing in the middle when looked at straight on...
http://i.imgur.com/sQvE3C9.jpg
This seems wrong to me :S I would of wanted it to center the image and then tile it either side, anyone know where I'm going wrong or how to solve this?
Unfortunately my project currently doesn't allow me to use cube maps so I need to use away that uses just one texture.
Help is much appreciated
Mike
Replies
0.5 and x and y with a time of 1
Why cant you use cubemaps?
Also a more generic texture would be better, since you cant insure what angle the viewer will see it at.
I prefer to use textures that are just vertical stripes of value and only pass the red channel from my reflection vector.
There is a exmple of this in UDK
search for
M_HU_WALLS_SM_FlatWall
in the content browser and look at that material setup
Im creating material templates for software that uses UDK unfortunately it doesnt support cubemaps Bummer!
I would just use a tileable texture, than use the reflection vector with the red and green masked, and hook that into the UV's. I wouldnt even worry about it sampling from the wrong part of the texture.
This would'nt be an issue if we could use cubemaps
There's how you do it with a reflection vector.