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SpecOp9

ARMA 3 reflective materials?

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Perhaps a dev could answer this, or perhaps even a member of the community because I'm unsure if ARMA II might already have something similar.

I was wondering if when the day that modding ARMA 3 comes, it's possible to have a material reflect the enviroment? Or perhaps even a simulated reflection map so there is no strain on performance? I know that the windows to buildings in ARMA 2 did something sort-of similar to this..

The type of reflections I'm talking about:

469668_2936054055354_1681191533_1684898_142824758_o.jpg

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That has been possible since A2, the big influence is the specular map, green chanel is the one that decides how reflective to the environment an object is. However unlike A2, A3's lights don't destroy specular maps so you can actually see the light reflecting from the object (as seen in the lighting demo). So if you say drove into a highway tunnel with lights lining the walls, in A2 you wouldn't see any indication other than a shadow whereas in A3 you will see lights reflecting off the vehicles body, if specular permits it.

Furthermore Arma 3 will sport render to texture so you could technicly make the whole body an actual reflective mirror..but that may be fairly costly.

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Furthermore Arma 3 will sport render to texture so you could technicly make the whole body an actual reflective mirror..but that may be fairly costly.

Could the user not downgrade the quality of the render to texture so that there would be less effects on performance? (like in most games)

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That's some good news, I was pretty blown away by their lighting demo.. it's going to be wild.

What about a fresnel effect? (When looking at an object head-on reflections won't be as prominent but the edges will be)

fresnelex.jpg quick example

Edited by SpecOp9

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That's some good news, I was pretty blown away by their lighting demo.. it's going to be wild.

What about a fresnel effect? (When looking at an object head-on reflections won't be as prominent but the edges will be)

already possible in A2, at least within the refractive world of materials and their behaviour in A2:

http://community.bistudio.com/wiki/Super_shader#6._Fresnel_function

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Man they are already way ahead of me, lol

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