PDA

View Full Version : Cubemap reflection rotated



styx3d
11-14-2009, 02:45 PM
Hello, I am trying to get a cubemap reflection into a test scene I am doing.

I add a SceneCaptureCube Actor to the room, create the RenderToTextureCube and apply to the SceneCaptureCube Actor. Then I create a Static Texture for the cubemap texture and add it into the material with a Camera Vector.

This is the method, I think I'm not doing anything wrong.. But the reflection appears rotated.. As you can see in the texture of the walls the skirting boards are horizontals but in the reflection these are verticals...


Any idea?

http://img697.imageshack.us/img697/3509/reflectinvert1.jpg
http://img692.imageshack.us/img692/3326/reflectinvert2.jpg

Denny
11-15-2009, 04:45 AM
The placed mesh, is it BSP or StaticMesh? If it's BSP, go to surface properties (F5) and see if you can rotate the texture. Otherwise if it's StaticMesh you'll have to modify your UVs. I could be completely wrong though, it's at least worth a try. :)

ffejnosliw
11-15-2009, 05:01 AM
First, shouldn't you use a Reflection Vector instead of a Camera Vector?

Second, it seems like a long time ago I remember once having to use a Transform expression to convert to world coordinates, but that could have been in a different situation than this.

styx3d
11-15-2009, 10:21 AM
Thank you for the replies.
It is a BSP, but I tried it with a static mesh with the same results.

I tried what you all say but nothing.. I cannot solve the problem. I've tried rotating and fliping in the surface properties but I get weird reflections too.

http://img4.imageshack.us/img4/6633/f5rotating.jpg

I get the same result using reflection vector.
And changing the coordinates by the Transform expression in the material has no effect..


I think I am doing something wrong, the reflection should be perfect, the object is a simple cube..

http://img406.imageshack.us/img406/5397/cubemap.jpg

styx3d
11-15-2009, 05:12 PM
Ok problem solved. I wasn't using well the Transform node.. The reflections are not very good, but I think they are the tipicals from a cubemap. Thank you ffejnosliw :)


I am still wondering why do I have to use the Transform espression. It's supposed that the method is very simple, as it appears in the documentation: only a reflection vector node joined to the cubemap texture. I don't understand..


http://img42.imageshack.us/img42/9079/solvedj.jpg

Samfisher84
02-27-2011, 10:30 AM
if you already have a custom cube map, how do you add it in? I mean as a texture sample it looks wird

musilowski
02-28-2011, 02:08 AM
if you already have a custom cube map, how do you add it in? I mean as a texture sample it looks wird

You create a new cubemap (like you would create a new material in the content browser) and assign six different texture maps (each side of a cube) to it so it forms the cube properly.

Not at home right now to check how it exactly happens but you can then insert the cubemap to your material like any other texture. Then you need to use these reflection vectors and what not to make it position itself correctly.

NeoKaan
09-02-2012, 07:22 PM
Hello. I am wondering If you Guys can help me. I added The Cubemaps and everything But My Reflections Are Incorrect. Reflections Seem to Stretch My Scene Causing a Magnefying Glass Effect witch is wrong. Please Help