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question on reflections

paulie Femto
Into the dark
Join date: 13 Sep 2003
Posts: 1,098
12-14-2005 18:01
I'm standing with the sun at my back, looking at a stream in front of me. I dont see any reflection of the sun (above and behind me) in the stream. However, if I cross the stream and look at the water from the opposite bank, I see a reflection of the sun in the water.

My question: is this physically (realworld) correct? I suspect it is not. Shouldn't the sun be reflected in the water no matter which side of the stream I am standing on?

I suspect that the "reflection" only shows up if the "sun" is being drawn and since the sun is not being drawn (for me) when it is behind me, I get no reflection.
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Zapoteth Zaius
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12-14-2005 18:14
Lol this is a world where objects and avatar clothing ripple along with ripple water if you stand in front of it.. I doubt its correct..
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Siggy Romulus
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Join date: 22 Sep 2003
Posts: 5,711
12-14-2005 22:57
waves go in one direction too - from my home the waves roll out from the shore..

Still - its a frickin neat looking effect - and I'm not gonna nitpick - certainly better than it was - I didn't see the old ripple effect (piss poor vid card at the time) - so I can't compare.

Definately worth the handfull of of fps.
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Beatfox Xevious
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12-14-2005 22:59
Actually, Paulie, that is entirely correct.

Imagine that the water is actually the divider between our world and the "mirror world". Everything that exists above the waterline has a mirrored twin below the waterline. Positionwise, twins always share the same latitude and longitude; they only differ in altitude.

This means that if the "normal" sun is above and behind you, its mirror-world twin is below and behind you. There's no way you could see either one without turning around.

Likewise, if the "normal" sun is above and in front of you, its twin is below and in front of you... floating in the water for you to see. :)
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paulie Femto
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Join date: 13 Sep 2003
Posts: 1,098
...
12-16-2005 17:42
interesting... and it sounds right. So would the solution be for SL to implement reflection maps?

Anyone else care to respond?
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Beatfox Xevious
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12-17-2005 23:56
From: paulie Femto
interesting... and it sounds right. So would the solution be for SL to implement reflection maps?

Er... solution to what? I'm not sure what the problem is. :confused:
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Frans Charming
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12-18-2005 03:44
From: Beatfox Xevious
Actually, Paulie, that is entirely correct.

Imagine that the water is actually the divider between our world and the "mirror world". Everything that exists above the waterline has a mirrored twin below the waterline. Positionwise, twins always share the same latitude and longitude; they only differ in altitude.

This means that if the "normal" sun is above and behind you, its mirror-world twin is below and behind you. There's no way you could see either one without turning around.

Likewise, if the "normal" sun is above and in front of you, its twin is below and in front of you... floating in the water for you to see. :)

That is only true for completly flat water, but we are seeing waves wich in reality would have to cause some reflection of the sun back to us.
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Beatfox Xevious
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12-18-2005 14:42
From: Frans Charming
That is only true for completly flat water, but we are seeing waves wich in reality would have to cause some reflection of the sun back to us.

From what I can see, the ripples (I hesitate to call them full-on waves) are reflecting some sunlight back the other way. But keep in mind this only occurs according to the "depth" of the ripples. SL's ripples aren't exactly deep.

Now, the question of whether they should be deeper is a whole other can of worms...
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Runitai Linden
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Join date: 29 Aug 2005
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12-18-2005 17:04
There really is no sun reflection in the ripple water. It's really just a very hard specular highlight, which looks an awful lot like a reflection. It's computed by taking the vector from the wave to your eye, reflecting it off the wave, doing a dot product off the vector from the wave to the sun, and then blasting everything to some ridiculous exponent somewhere between 16 and 512, I think.

You can see all the math in app_settings/waterF.cg

The reason I went to all that trouble was because the sun isn't in the reflection map. Second Life has one reflection map which gets put on everything, so it has to stay generic. Putting the sun in the reflection map would look wierd for shiny things that are inside. The reason you don't get the shine of the sun in the water looking away from the water is because none of the waves are steep enough to reflect back the sun. This is more or less in-line with reality.
Schwanson Schlegel
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12-18-2005 17:12
Thanks for clearing that up, Runitai.

:confused:

:)
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Beatfox Xevious
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12-18-2005 17:42
Yes, thank you Runitai! That's pretty much a technicalized version of what I'd been trying to say. I knew the water wasn't really reflecting the "actual" SL sun, but I just wanted to keep everything simplified for the topic at hand. :p
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paulie Femto
Into the dark
Join date: 13 Sep 2003
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materials system
12-18-2005 20:21
When we change to a "materials" based texture system, here's hoping we can apply some decent gloss maps, reflection maps, specular maps, cube maps, displacement or parallax maps, etc, etc to "water."
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Argent Stonecutter
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12-18-2005 21:42
From: Runitai Linden
There really is no sun reflection in the ripple water. It's really just a very hard specular highlight, which looks an awful lot like a reflection. It's computed by taking the vector from the wave to your eye, reflecting it off the wave, doing a dot product off the vector from the wave to the sun, and then blasting everything to some ridiculous exponent somewhere between 16 and 512, I think.
That sounds like a raytraced reflection to me. :)