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  • nbohr1more featured and pinned this topic
Posted
20 hours ago, stgatilov said:

This feature is added in 2.14 with new keyword mirrorResolutionFactor. For example, in order to make mirrored rendering with 1/3 x 1/3 of native resolution, you can write the following in your material:

    mirrorRenderMap
    mirrorResolutionFactor 0.333


The second change is related to the similar feature remoteRenderMap. There has been a way to specify resolution for this feature already, but it has some weird behavior and thus is now deprecated.

If you have a square screen and want it to be rendered at 512 x 512 pixels, then you can write:

    remoteRenderMap
    remoteResolution 512 512

A slightly more convoluted way is to specify three numbers:

    remoteRenderMap
    remoteResolution 1024 1024 10.0

 

Is there a wiki for how to where to use/add these args? As in on the entity directly or in the material..? 

bhm_banner.jpg

Posted
1 hour ago, Bikerdude said:

Is there a wiki for how to where to use/add these args? As in on the entity directly or in the material..? 

There is no wiki yet.

The quoted lines are from material declaration of course. That's where you usually write mirrorRenderMap and remoteRenderMap, right? Now you can specify extra parameters for them nearby.

  • Like 1
Posted
23 hours ago, kingsal said:

Nice! How will this handle normal , spec, and diffuse maps in those materials? Will they render "on top" of the mirrored image? 

I think they should work just like they do usually.

Diffuse/specular/normal are interaction stages, they are processed as groups on per-light basis.
All the other stages are ambient ones, they are rendered after light interactions are done (if I'm not mistaken).

These "RenderMap" stages are also ambient, they differ in taking the texture from special source (and applying it with special texcoords in case of mirror).

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