Reflections that large and intense are never going to look good with cubemaps. The best solution is setting up real-time reflection, then plugging the resulting rendertexture into the cubemap's distortion code in so that it wraps across the surface correctly.
That's a lot of work, needless to say. I'd probably choose instead to make a high-res custom cubemap with indistinct, generic reflections that can be applied anywhere without looking too dodgy. That or give up on the idea of reflections at all! (One final possibility: convert the windows to models and apply high-exponent phong.) Minh wrote: > http://www3.telus.net/public/a6a91102/1.jpg > > I think I'm gonna try splitting the glass up and using more cubemaps... > > Matt Hoffman wrote: > >> Interesting idea but it sounds like you could better accomplish this with >> multiple cubemaps on smaller surfaces than single cubemaps on large glass >> surfaces. >> >> There's also the concern of large BSP's from these. Each cubemap taking a >> 1024^2 or 2048^2 screenshot, six times PER CUBEMAP is going to add quite a >> bit of filesize if your map has anywhere near the proper amount of cubemaps. >> Not saying that every cubemap is going to be big however... >> >> Could you possibly show us an example of what your trying to cubemap? Only >> thing I can think of is large glass buildings like in mirrors edge. (In >> which case, I'm interested!) >> http://cloroshare.files.wordpress.com/2009/06/mirrors_edge_wallpaper_by_fuzzy13.jpg >> >> I haven't looked, but I imagine it's buried deep in engine code we don't >> have. >> >> >> On Fri, Jul 31, 2009 at 11:24 PM, Minh <[email protected]> wrote: >> >> >> >>> Has anyone tried to increase the max cubemap resolution of 256x256? >>> We're running into some ugly ass large glass windows that look terrible >>> because of the low cubemap resolution. >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >>> >>> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

