how do you make a solid material that reflects like water?

Water reflection is controlled by a special render target... I don't think you'd be able to have a normal texture that also looks like water.
 
add the line
Code:
"$envmap" "env_cubemap"
in your material .vmt file

Of course if you add a normal map it will look alot better
Code:
"$bumpmap" "mytextures/solidmetal_normal"

You can also play with the reflection settings
Code:
"$envmapcontrast" 1
"$envmapsaturation" 1
"$envmaptint" "[ .5 .5 .5]"

and you'll need to put cubemaps in your level and build them (buildcubemaps)
 
Sure, but that doesn't satisfy the like water clause ;)
 
You could set up something similar to valve's water shader, yes?
 
Couldn't you just make an nodraw solid thing near the surface of some water?
 
Limpet said:
You could set up something similar to valve's water shader, yes?
im trying to do that but its not working

Penguin929 said:
Couldn't you just make an nodraw solid thing near the surface of some water?
i dont want it to look like water, i just want it to reflect like water
 
mr.crowley said:
im trying to do that but its not working
i dont want it to look like water, i just want it to reflect like water

...so you do what I said in my first post...
 
Ti133700N said:
...so you do what I said in my first post...

i tryed that, the reflection doesnt work realisticly
st_well_b10000.jpg
 
Just out of curiosity, what is i that you want to reflect like water but that isnt? I cant really see a use for it...
 
I think he means have it reflect everything, including the columns.
 
MuToiD_MaN said:
I think he means have it reflect everything, including the columns.

yea im trying to make it look like the original starship titanic

topofwellw.jpg
 
Try breaking that floor into smaller blocks and have a cubemap for each one.
You could also try setting a larget cubemap size as well.

I don't think the Source engine does too well with reflections as acurate as that though.
 
Limpet said:
Try breaking that floor into smaller blocks and have a cubemap for each one.
You could also try setting a larget cubemap size as well.

I don't think the Source engine does too well with reflections as acurate as that though.

i tried that, it looks bad

and the source engine can do that well with reflections, look at the water in half-life2
 
Raeven0 said:
Water reflection is controlled by a special render target

--which implies that normal textures probably can't do it. Want to try? Use basetexture _rt_WaterReflection. Also remember as you're working that Source reflections are card-dependent--even if you see flawless reflections on your floor, I can't see reflections at all. If I'm lucky I'll see the sky reflected on some faces.

You could resort to the infamous Goldsource poor-man's-reflections method of mirroring the room's geometry on the underside of a translucent floor.
 
Back
Top