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    water reflection problem

    Hi guys,

    I've been following 3dbuzz tutorial on fluids and i was trying to create a pool reflecting my sky and surroundings

    thats what i get:



    the problem is that everything reflected in my water is beeing sized up x3 or something, and I want a normal reflection (now my character when its reflecting in the water is enourmously huge)

    I've been trying to fiddle with the parameters and with materials also but i cant figure out a proper way to do this

    can somebody help me please?

    #2
    Make sure that the "ScreenPos" Coordinate Node used for looking up the Reflection-Texture has the "Screen Align" Option ticked.

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      #3
      umm.. sorry but where should i plug the ScreenPos node in the material editor??

      thx for your reply

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        #4
        Originally posted by Talanar View Post
        umm.. sorry but where should i plug the ScreenPos node in the material editor??

        thx for your reply
        Seems like thats the issue. Also, rebuild the lighting. You never know what issues that will fix.

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          #5
          ScreenPos -> ComponentMask(R,G) -> TextureSample ( of your Reflection Rendertexture )

          I hope that makes sense .

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            #6
            sorry im so lame but when i tried to plug it into the UV's the reflection gets unlinked and the whole reflection goes to hell... Thats how my material looks like right now:



            what do i link wrong? :F

            Visceral yeah i know i rebuild the lighting after every change the reason it says rebuild lights on that screenshot is because i moved an inch one of the meshes

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              #7
              you dont need reflection vector, it is only for prerendered cubemap. Read previous post, you need "Screen Position", not reflection vector

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                #8
                yeah but when i plug ScreenPos into mask and tick just R and G as you said i get an error:

                Coercion failed: Local9.rg: float2 -> float3

                when i check RGB

                thats the effect i get:



                So it doesnt really reflects the water as it should...

                help :/

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                  #9
                  Right, i was assuming you are using a SceneCaptureReflectActor for your Reflection Texture, but it seems you use a SceneCapureCubemapActor instead - is that possible ?

                  Try using a SceneCaptureReflectActor and sample the RenderTexture in the way mentioned.

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                    #10
                    thanks mate it worked

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