edriver opened this issue on Aug 13, 2016 ยท 5 posts
edriver posted Mon, 15 August 2016 at 9:11 PM
It's not something remapping it with UVMapper can fix. The square cloth plane works perfect because it uses a square texture. Any remapped version of the shower glass would always involve something a little difficult to work with. As far as busting out the glass goes... there are several inconsistencies that would need to be explained in order for this predicament to make sense at all. We can presume the glass is shatterproof and that the showerhead isn't removeable. We can also presume that there's some sort of watervalve override in place that prevents her from just turning the water off. There's also the peculiarity of being no floor drain but one could have speculated it was plugged somewhere down the pipeline. I toyed with trying to change the wall textures to something more expected with a shower scene. I tried to use a reflective tile material but it obscured the ability to read the words fingerpainted in the glass fog. Apparently, darker colors tend to accent that aspect a little better than light colors (in this lighting at least). You can see how well pronounced the handsmearing of the fog is in front of the dark brown wood but not as identifiable with the lighter wall texture. I'm also not real super happy with the way the edge of the planes don't really line up with the water's edge that well. It was the first attempt and I know how I can fix it. I believe the problem lies in that the texture maps for the square clothplanes are indeed square. If they were rectangular with the height about 2.5x the width...and I made just one instead of two...then I could make the edges more "water residue" around the entire glass area (and duplicate that for the side as well). I'd also like to completely eliminate the light glare on the bottom front of the glass but I don't want to turn off any of the lights because I am quite happy with the way the scene is illuminated currently. I think it's actually bouncing off the water's reflectivity so perhaps I can try adjusting that some.