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Subject: mirrors in game engine


haloedrain ( ) posted Tue, 20 November 2007 at 9:40 AM · edited Wed, 20 November 2024 at 7:59 AM

I'm working on a project that involves mirrors in the game engine.  The mirror texture mapping that can be found in the uv editor window works great for angle, but for size it does exactly the opposite of what it should be doing.  A real mirror shows more when you back up and less when you're close up to it, but the mirror mapping in blender shows more when you're right next to it and less when you back up.  I think what it's doing is simply projecting the image from the camera view onto the mirror plane so more hits the plane when it's closer but when it's further the projection spreads out and less hits the plane.  Can anyone think of any tricks to reverse this, or perhaps just stop it from scaling at all and just do angle?


Reddog9 ( ) posted Wed, 21 November 2007 at 3:53 PM · edited Wed, 21 November 2007 at 3:54 PM

I can't find the mirror function that you're refering to.  Help me out.  I wasn't aware there was a function for mirrors in the game engine.

I'm using version 2.45

Quote - I'm working on a project that involves mirrors in the game engine.  The mirror texture mapping that can be found in the uv editor window works great for angle, but for size it does exactly the opposite of what it should be doing.  A real mirror shows more when you back up and less when you're close up to it, but the mirror mapping in blender shows more when you're right next to it and less when you back up.  I think what it's doing is simply projecting the image from the camera view onto the mirror plane so more hits the plane when it's closer but when it's further the projection spreads out and less hits the plane.  Can anyone think of any tricks to reverse this, or perhaps just stop it from scaling at all and just do angle?

Reddog9
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haloedrain ( ) posted Fri, 23 November 2007 at 11:17 PM · edited Fri, 23 November 2007 at 11:19 PM

You have to start with a render from the point of view of whatever it is that you want to be reflective.  Then you can take your object, go to uv face select mode and open a uv editor, set up your uv coordinates if necessary and load the reflection render, then in the uv editor panel go to image->real time texture mapping and select reflection instead of uv coordinates :)  It's been around for a while, I believe it used to be the only way of getting reflection in the internal renderer.


Warlock279 ( ) posted Sat, 24 November 2007 at 6:44 PM

Actually...I was just looking at a mirror, and I think its correct the way it is. The futher away you are from the mirror the narrower your view, when you get closer, you get a wider view, and subsequently see more.

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ysvry ( ) posted Sun, 25 November 2007 at 2:17 PM

yeah i remember trying this once it renders a spherical map of the surroundings from a given point. quit cumbersume to set up but quick to render. dont think it was made for real time engine.

for some free stuff i made
and for almost daily fotos


ysvry ( ) posted Wed, 28 November 2007 at 9:57 PM

if the room you want mirrored isnt to big just copy it and every thing in it ,make a glass rather then a mirror. that works better in realtime. just my 2 cnts

for some free stuff i made
and for almost daily fotos


haloedrain ( ) posted Thu, 29 November 2007 at 8:56 AM

Warlock: you might be right, actually, it could have just been the thing we were testing with was a face, which (if it were the reflection person approaching the mirror) would behave the opposite of the way it works.

We actually did decide to do it with duplication instead because with the idea we ended up with angle mattered, and you can only get a view from one angle with the mirror mapping.  Hopefully the polycount doesn't explode on us ;)


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