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	<title>Reflective Surfaces - Revision history</title>
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	<updated>2026-05-12T20:48:09Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://myst.dustbird.net/w/index.php?title=Reflective_Surfaces&amp;diff=1164&amp;oldid=prev</id>
		<title>AndyLegate at 21:31, 6 January 2011</title>
		<link rel="alternate" type="text/html" href="http://myst.dustbird.net/w/index.php?title=Reflective_Surfaces&amp;diff=1164&amp;oldid=prev"/>
		<updated>2011-01-06T21:31:16Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 21:31, 6 January 2011&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l82&quot; &gt;Line 82:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 82:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;	type: dynenv&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;	type: dynenv&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;	dynenv: &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;	dynenv: &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;		&lt;/del&gt;refreshrate: 0&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;#160; &amp;#160; &amp;#160; &amp;#160; &amp;#160; &amp;#160; &lt;/ins&gt;refreshrate: 0&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/source&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/source&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l121&quot; &gt;Line 121:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 121:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In that case, you need to have a THIRD texture, but one that is located in between the first texture and your EnvMap texture. This 3rd texture will be a &amp;quot;Stencil&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In that case, you need to have a THIRD texture, but one that is located in between the first texture and your EnvMap texture. This 3rd texture will be a &amp;quot;Stencil&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Follow my tutorial on &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;Texture Painting&amp;quot;&lt;/del&gt;. I show you how to make Stencils.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Follow my tutorial on &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Blending Textures Using Stencils]]&lt;/ins&gt;. I show you how to make Stencils.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;You&amp;#039;ll be doing the same thing here, except where you paint the white stencil is where you want the texture to be shiny, leave the other parts black.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;You&amp;#039;ll be doing the same thing here, except where you paint the white stencil is where you want the texture to be shiny, leave the other parts black.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>AndyLegate</name></author>
		
	</entry>
	<entry>
		<id>http://myst.dustbird.net/w/index.php?title=Reflective_Surfaces&amp;diff=1163&amp;oldid=prev</id>
		<title>AndyLegate: Created page with &#039;Credit for this tutorial goes to Boblishman, who helped teach me how to make things shiny.  This is not that hard of a tutorial to do, however it does require:  Knowing how to us…&#039;</title>
		<link rel="alternate" type="text/html" href="http://myst.dustbird.net/w/index.php?title=Reflective_Surfaces&amp;diff=1163&amp;oldid=prev"/>
		<updated>2011-01-06T21:29:28Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;#039;Credit for this tutorial goes to Boblishman, who helped teach me how to make things shiny.  This is not that hard of a tutorial to do, however it does require:  Knowing how to us…&amp;#039;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Credit for this tutorial goes to Boblishman, who helped teach me how to make things shiny.&lt;br /&gt;
&lt;br /&gt;
This is not that hard of a tutorial to do, however it does require:&lt;br /&gt;
&lt;br /&gt;
Knowing how to use Blender,&lt;br /&gt;
Making meshes in Blender.&lt;br /&gt;
Basic texturing and UV Mapping in Blender.&lt;br /&gt;
&lt;br /&gt;
If you do not know how to do those, I suggest that you learn them first.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Dynamic Environmental Maps===&lt;br /&gt;
&lt;br /&gt;
Things that are reflective in the real world work like this:&lt;br /&gt;
&lt;br /&gt;
The light from the surrounding objects (You, a friend, the trees, and the Bahro behind you), strike you, bounce off of you and on to another surface. Depending on that surface&amp;#039;s reflectivity, will depend on how much of that light bounces back.&lt;br /&gt;
A highly polished surface, with silvering (a mirror) will reflect back almost 100% of that light. Hence why you can see yourself in the mirror. &lt;br /&gt;
A chalkboard on the other hand has a very LOW reflective surface, and very little of that light will be reflected back.&lt;br /&gt;
&lt;br /&gt;
That&amp;#039;s how it works in the real world.......&lt;br /&gt;
&lt;br /&gt;
That is NOT how it works with 3D graphics.&lt;br /&gt;
&lt;br /&gt;
Instead, we FAKE it. Because, again (if you&amp;#039;ve read my Light Map tutorial), we don&amp;#039;t really have photons whizing around in the game. Instead, we have textures being presented.&lt;br /&gt;
&lt;br /&gt;
If we want a surface to appear &amp;quot;Shiny&amp;quot;, then we think of it as being &amp;quot;mirror like&amp;quot;, which means reflecting back the surroundings from it&amp;#039;s surface.&lt;br /&gt;
Well, we can&amp;#039;t make something reflect, because there are no photons to bounce off it, but we can take images of the surroundings and place them on the object, &amp;#039;&amp;#039;making&amp;#039;&amp;#039; them look like a reflection.&lt;br /&gt;
&lt;br /&gt;
These images when put together, are called a &amp;#039;&amp;#039;&amp;#039;Environmental Map&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
If we can have the game update these images in real time, we then call it a &amp;#039;&amp;#039;&amp;#039;Dynamic Environmental Map&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
So let&amp;#039;s go make a floor shiny.......&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Mirror, Mirror, On The Wall......er....Floor....===&lt;br /&gt;
&lt;br /&gt;
Okay, first we need a floor:&lt;br /&gt;
&lt;br /&gt;
[[File:Dynenv1.jpg]]&lt;br /&gt;
&lt;br /&gt;
We&amp;#039;ll use this one from my Nexus I made. It&amp;#039;s just a red granite surface. Now we&amp;#039;ll make it shine like you see the floors of banks or government buildings.&lt;br /&gt;
&lt;br /&gt;
First, and this is &amp;#039;&amp;#039;&amp;#039;important&amp;#039;&amp;#039;&amp;#039;, when you do this, your object needs something that will be reflecting back. In other words, a ball floating in empty space will not work. A room, or some environment with things that can be reflected will.&lt;br /&gt;
&lt;br /&gt;
Go ahead and texture your floor as normal and UV map it.&lt;br /&gt;
&lt;br /&gt;
Now go back to the Textures Panel and create a 2nd texture:&lt;br /&gt;
&lt;br /&gt;
[[File:Dynenv3.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now in the drop down box, instead of picking &amp;quot;Image&amp;quot;, pick &amp;quot;EnvMap&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
A new tab will pop up called &amp;quot;Envmap&amp;quot;. Like in my pic above, make sure the &amp;quot;Static&amp;quot; and &amp;quot;Cube&amp;quot; buttons are selected (they are by default).&lt;br /&gt;
&lt;br /&gt;
Now go back to the Materials Panel:&lt;br /&gt;
&lt;br /&gt;
Make sure our new texture is selected.&lt;br /&gt;
&lt;br /&gt;
[[File:Dynenv4.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now click on the MapInput tab and make sure UV is selected:&lt;br /&gt;
&lt;br /&gt;
[[File:Dynenv5.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now click on the Map To tab, and take a look here:&lt;br /&gt;
&lt;br /&gt;
[[File:Dynenv6.jpg]]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Col&amp;quot; slider that I&amp;#039;m pointing to with my arrow is defaulted to &amp;quot;1.000&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A setting of 1.000 will make our object VERY reflective, and depending on the original texture, will be a shiny as a mirror.&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;ve found setting it to 0.400 works quite well, but don&amp;#039;t be afraid to play around with this. Just remember, the closer you get to 1.000 the more shiny your object&amp;#039;s surface will be.&lt;br /&gt;
&lt;br /&gt;
Now for the last part: ALCScripting.&lt;br /&gt;
&lt;br /&gt;
Oh, don&amp;#039;t worry, this part is easy. Simply put the following lines in your ALCScript:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;yourobjectname&amp;gt;:&lt;br /&gt;
	type: dynenv&lt;br /&gt;
	dynenv: &lt;br /&gt;
		refreshrate: 0&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where &amp;lt;yourobjectname&amp;gt; is the name of the object you are trying to make shiny:&lt;br /&gt;
&lt;br /&gt;
Here&amp;#039;s a pic:&lt;br /&gt;
&lt;br /&gt;
[[File:Dynenv2.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now, let me talk about that &amp;quot;refreshrate&amp;quot; in the script.&lt;br /&gt;
&lt;br /&gt;
I recommend that you keep it at &amp;quot;0&amp;quot;. This is how often the game will update the EnvMap on the object. If you set this number to &amp;quot;30&amp;quot; it will do so every second.&lt;br /&gt;
However, at &amp;quot;0&amp;quot; the map will be drawn once at link in, and that&amp;#039;s it. This will keep the avatar reflection turned off.&lt;br /&gt;
&lt;br /&gt;
If you link in to certain places in Uru, you&amp;#039;ll notice that while in 3rd person mode, you don&amp;#039;t see your avatar&amp;#039;s reflection. This is because the real time updating can tax a low end computer, so many of Cyan&amp;#039;s maps are set to a refresh rate of &amp;quot;0&amp;quot;, so everyone can enjoy the game, with no buggy looking avatar reflections.&lt;br /&gt;
&lt;br /&gt;
Now, you can change that number if you want, and experiment. Just remember that not everyone out there has a high end computer and can deal with it. &lt;br /&gt;
&lt;br /&gt;
Okay, that&amp;#039;s it for making an object shiny all over. Let&amp;#039;s export my Age, link in and take a look:&lt;br /&gt;
&lt;br /&gt;
[[File:KIimage0038-1.jpg]]&lt;br /&gt;
&lt;br /&gt;
You&amp;#039;ll see the shiny floor better as you move about the room, but in the image above, you can clearly see the window being reflected on the floor.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Okay....But Can I Only Do Floors?===&lt;br /&gt;
&lt;br /&gt;
Oh you can do anything if you&amp;#039;d like. I highly recommend this for small bodies of water that are NOT wavesets (fountain pools, puddles, etc).&lt;br /&gt;
Large bodies of water like Ponds, Lakes or Oceans we use Wavesets and the reflectiveness is built into the script already.&lt;br /&gt;
&lt;br /&gt;
But let&amp;#039;s say you have shiny copper or brass pipes of some D&amp;#039;ni machinery....it will work great on them! Glass windows! Brass door steps! You name it! Have fun!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===But Andy, I Only Wanted Part Of My Object Shiny.....===&lt;br /&gt;
&lt;br /&gt;
Okay, okay, that&amp;#039;s not a problem either. &lt;br /&gt;
&lt;br /&gt;
In that case, you need to have a THIRD texture, but one that is located in between the first texture and your EnvMap texture. This 3rd texture will be a &amp;quot;Stencil&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Follow my tutorial on &amp;quot;Texture Painting&amp;quot;. I show you how to make Stencils.&lt;br /&gt;
&lt;br /&gt;
You&amp;#039;ll be doing the same thing here, except where you paint the white stencil is where you want the texture to be shiny, leave the other parts black.&lt;br /&gt;
&lt;br /&gt;
That&amp;#039;s all you Have to do to get that. Examples of this are:&lt;br /&gt;
&lt;br /&gt;
The Classroom Doors in Bevin, the floor around the fountain in Bevin to name 2.&lt;br /&gt;
&lt;br /&gt;
I hope you found this tutorial helpful.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return To: [[Andy&amp;#039;s Blender Tutorials]]&lt;/div&gt;</summary>
		<author><name>AndyLegate</name></author>
		
	</entry>
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