Talk:Refract: Difference between revisions

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it works but not correctly, because you can see through the material where it's on --[[User:AUserofSourceSDK|Pfannkuchen]] 22:23, 1 August 2010 (UTC)
it works but not correctly, because you can see through the material where it's on --[[User:AUserofSourceSDK|Pfannkuchen]] 22:23, 1 August 2010 (UTC)
:You can't. --[[User:Omnicoder|Omnicoder]] 22:54, 1 August 2010 (UTC)
:You can't. --[[User:Omnicoder|Omnicoder]] 22:54, 1 August 2010 (UTC)
::alright, would be nice though, if the decal wouldn't be too close too the surface... I already tried to move the decal a bit away from the surface but it didn't work
::alright, would be nice though, if the decal wouldn't be too close too the surface... I already tried to move the decal a bit away from the surface but it didn't work --[[User:AUserofSourceSDK|Pfannkuchen]] 12:08, 2 August 2010 (UTC)

Revision as of 05:08, 2 August 2010

Brushes

I'm pretty sure refraction on brushes wasn't possible in the original game. (It was a problem that was possible to fix as a modder; the render target wasn't being updated before the refracting brush models were rendered.) Perhaps they fixed it in the Orange Box version.

Refraction Map

Does the texture you use for refraction work in the same way as a normal map, where RGB equals XYZ?

And if so, what difference does the blue channel (Z axis) make?

--P4INKiller 01:43, 29 December 2009 (UTC)


Reflection

Reflection with cubemap works on this shaders, on CSS Orange box. --Anarkia777 23:22, 15 July 2010 (UTC)

decals

has anyone an idea how to properly use this shader for decals? it works but not correctly, because you can see through the material where it's on --Pfannkuchen 22:23, 1 August 2010 (UTC)

You can't. --Omnicoder 22:54, 1 August 2010 (UTC)
alright, would be nice though, if the decal wouldn't be too close too the surface... I already tried to move the decal a bit away from the surface but it didn't work --Pfannkuchen 12:08, 2 August 2010 (UTC)