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How mirrors work...

Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
03-02-2007 15:10
Maybe I'm just being really thick, but have I completely missed how to actually see this feature? I can't find it =S
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nand Nerd
Flexi Fanatic
Join date: 4 Oct 2005
Posts: 427
03-02-2007 15:42
From: Haravikk Mistral
Maybe I'm just being really thick, but have I completely missed how to actually see this feature? I can't find it =S


With the debug menu shown (CTRL-ALT-SHIFT-D if not) hit Client > Debug Settings then type RenderDynamicReflections (should autocomplete after you've typed renderdyn) change the False to a True and you should have this (somewhat less impressive) dynamic reflection.
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Hannah Shenley
Registered User
Join date: 25 Oct 2006
Posts: 21
03-02-2007 15:50
Wow, just tried to turn on Reflections and instant crash, lol.
Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
03-02-2007 18:02
So here is a comparison.

Standard Client:


Latest Firstlook Client:


It's actually a step backward.

BTW these are both under the same lighting conditions and same settings. Not even trying the Dynamic Reflection. Standard shiny is broken-looking to me.
This was fine until 58603.

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Argent Stonecutter
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Join date: 20 Sep 2005
Posts: 20,263
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03-05-2007 17:41
From: sldev@lists.secondlife.com
I should be clear that all of the various forms of "Dynamic Reflections" thus far have been experiments and should not be interpreted as a replacement for shiny. The only reason they replace shiny is for testing. The 57575 version used a shader to add perspective to the reflections, but that technique had to be thrown out due to inconsistencies in depth values between the fixed function and programmable pipelines on some cards (lots of people got no shiny when turning on reflections in that build).

To be blunt, being able to fake good images does not make the reflection map hack worthwhile. The performance hit in areas that are avatar heavy was too much, the visual quality was too low, and the aliasing on flat surfaces was too glaring. Right now, we're leaning towards having two or three levels of reflectivity that would basically specify the "blurriness" of reflections in an object. The current version would be an example of "medium" reflectivity (probably not the right word), which is an anti-aliased 32x32 cube map. These maps would not be live and would not include moving objects like avatars, particles, or moving prims. The live reflections would probably be a fourth option, but would only be applied to nearby objects. The perspective correcting shader will not be making a comeback, so live reflections will always look terrible on flat surfaces. The visual quality of the low res cube map is hit or miss depending on the area. In some places, it looks fantastic, in others, quite dull. Adding lights to the reflection pass would probably help a lot.

As for planar reflections on arbitrary prims, that would require a full-blown portal system, which is something I could totally get behind, but I'm not planning on working on it myself any time soon.


So:

* Psyra: don't worry about your birds.
* Everyone else: don't hold your breath.

Also, the issue with implementing real plane mirrors is complexity, not performance. The First Look reflection scheme makes six extra rendering passes per frame, which means that rendering a few close mirrors correctly wouldn't cause more lag than that.
Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
03-05-2007 22:22
From: Darien Caldwell
So here is a comparison.

Latest Firstlook Client:


If that's a mostly flattened sphere, I think you're seeing what you should be seeing. For a long time there has been a bug with the lighting normals, which led to things like flattened spheres appearing to be shaded and shinied as if they were not flat. Of course, a flattened sphere is a disk, so it should look... well... like a flat disk.
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Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
03-06-2007 12:47
Well, I like it better the old way :P
Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
03-07-2007 06:13
From: Goapinoa Primeau
I just found that..

A combination of, Invisibility Prim Refresh v1.1a by Beatfox Xevious and the new Reflective Surfaces Setting enables...

Reflections with Transparency.



Do I score a first ? :D

Sorry this has been around for a while, worked since day one with normal shinny. The problem is prims and Alpha still disapear behind them. The reason this work it this "invisibilty texture" has the property of a Opque and not Aplha. That is why it covers alpha textures and occludes other prims. Next time you have a prim with that texture on it Select that face and hit Shift-Ctrl-Atl-T.
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