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Parallax obb

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Template:Entity

Overview

This brush entity defines the boundaries of Parallax Corrected Cubemaps, which are env_cubemaps that move with the camera, giving a slightly more accurate reflection on brushes. The Cubemap Bounds keyvalue on the desired cubemap must be set to this entity's targetname in order to function as intended. The recommended texture for this brush entity is the tools\toolstrigger texture.

Creation

Template:ModernNote Creating a parallax cubemap is fairly easy, and can be done with relative swiftness. To start, create a room with 1 or more reflective surfaces. Floors work very well with parallaxed cubemaps.

Parallax obb showcase2.png

Next, place an env_cubemap in the exact center of the room: Halfway up, equadistant between each wall. It is recommended for more reflective surfaces to specify a higher cubemap resolution. You can also place some props for reference.

Parallax obb showcase3.png

After this, create a brush the size of the room and tie it to a parallax_obb. Name it something similar to "parallax_room1". Finally, go into the env_cubemap's properties and, in the "Cubemap bounds" keyvalue, specify the targetname that you gave your parallax_obb.

Parallax obb showcase4.png

Now, compile and load up the map in your game. Open the Developer Console and build the cubemaps using the buildcubemaps command. The game should flash and image on screen and then reload the map. After this, you will see that your surfaces now reflect your room somewhat more accurately compared to a non-parallaxed cubemap! Now, you may notice that when viewed from certain angles, objects may appear to be 2D, similar to what is shown here:

Parallax obb showcase1.png

Notice how the reflection in the tile appears to be flat and not 3D. This is because cubemaps are actually similar to skybox textures, being that they are multiple orientations of the same place, combined to give the illusion of one continuous space. Cubemaps cannot accurately give 3D images from all angles. This is why less reflective surfaces use cubemaps, while more reflective surfaces like water use a real-time reflective shader. However, while there is a limit of 1 high-quality real-time reflection at any time in the PVS, there is no limit on Cubemaps, because they are a lot more inexpensive to render.

KeyValues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Flags

This entity has no flags

See also