Source Filmmaker

Source Filmmaker

2 Mirror Textures + Green Skybox
37 Comments
Spubbily01 28 Jun, 2024 @ 11:51am 
@max wdym by coloring it white?
Max 26 Apr, 2024 @ 6:29am 
Is there any solution to the ambient occlusion glitch other than turn it off or color it white? Materials that use _rt_camera don't have that problem. I tried everything with Anomi's mirror materials. I tried to edit them not to be transparent or have ambient occlusion. Added "$reflectance" "1", turned down refraction to 0. Nothing works. I give up. Just turn off ambient occlusion or lower SSAOStrength for the cameras that look at the mirror. Or set up cheap but more convenient _rt_camera mirrors.
Dr.DnK 16 Apr, 2022 @ 5:11pm 
Ok but how would I begin to retexture a mirror on an object. That's the one and only thing I can't seem to find out and I don't know enough about source to know how it works.
Triumphator 5 Oct, 2019 @ 12:30pm 
A better mirror mod? do i need a rtx graphic card?
Pinwheel Arts 28 Jan, 2019 @ 5:23pm 
Just downloaded this and I love it, but it's doing some weird stuff with models that have ambient occlusion. It looks glitchy and the AO seems to repeat itself a bit. Any idea how to fix this?
The Morrigan 12 Apr, 2018 @ 4:04pm 
same, I did even try to search it in the file explorer and nothing showed up
OJ 15 Dec, 2017 @ 9:01am 
I can't find the textures "Mirror_normal" or "Mirror_flat"
SoSucculent 3 Sep, 2016 @ 5:28pm 
Okay
Anomi  [author] 3 Sep, 2016 @ 4:44pm 
the default 1080p or 720p resolutions. Not just for the render settings, but I also mean setting them in the advanced launch options for sfm using -sfm_resolution 1080 or whatever res you want
SoSucculent 3 Sep, 2016 @ 2:55pm 
What resolution would you recommend to get this to work?
Anomi  [author] 3 Sep, 2016 @ 2:53pm 
@SoSucculent
It has something to do with resolution. I have still never figured out why this happens, but I'm pretty sure it's related to render resolution being different from SFM's resolution or something
SoSucculent 3 Sep, 2016 @ 2:51pm 
I'm kinda confused
I'm working on a poster and this is what came out in the final render
https://gyazo.com/eb2b2d636a60168b12ae399c77028862
Yes I read the desc but still confuzzled
Zestalicious™ 15 Mar, 2016 @ 1:29pm 
Alrighty, thank ya!
Anomi  [author] 15 Mar, 2016 @ 1:28pm 
@Zest
As far as I know, it's not possible with this. These mirrors are map entities, and the textures they use are map specific. Also, funcreflectiveglass isn't an entity that can be added to animation set editor, so it's not manipulatable aside from hammer.

I do however, know that there's a way to make model mirror effects via RT camera. I've never done it, but I've heard it can be done.
Zestalicious™ 15 Mar, 2016 @ 1:18pm 
Hey man!

I was wondering if, by any chance, it would be possible to apply the mirror texture to a flat prop, like a ground prop or, as an example, this: https://sfmlab.com/item/445/
Because, I feel like it could be nice to have a mobile mirror
AtomicRobot 5 Dec, 2015 @ 12:27am 
thx
Anomi  [author] 5 Dec, 2015 @ 12:26am 
never heard of it. Though, you can really easily seal leaks by making your skybox a big hollowed out box with the skybox tool texture
AtomicRobot 5 Dec, 2015 @ 12:25am 
i heard something about a "structure_seal" box... how do i do that?
Anomi  [author] 4 Dec, 2015 @ 4:52pm 
@atomic

your map has a leak, which means the void is finding it's way in through a crack in your map or a hole. Look over your map or run the pointfile to find the leak.
AtomicRobot 4 Dec, 2015 @ 3:12pm 
i've got a problem...
When i run the map i get the "LoadPortals: can't read ***.prt"
Going through the consle it says "Entity func_reflective_glass leaked!"
I'm new to all this...
halp...
Crashsune 8 May, 2015 @ 5:59am 
@Columbidae Ahh, it's definitely the rendering resolution of SFM. Looks great now, thx! :)
Anomi  [author] 7 May, 2015 @ 5:23pm 
@TETETETETE

Not really. I don't know about 4K, I haven't rendered anything out of that. My reflections usually look fine at 1080 (see above screenshots for my def. of fine) but I think reflections might be based on the game window itself (which is by default 720)

Another thing to keep in mind, is that the textures are slightly transparent (because I think they are supposed to be placed over other materials) So, some of your underlying material will leak into the reflection. Mirrors also lack proper AO
Crashsune 7 May, 2015 @ 6:30am 
It looks pretty fantastic, however when rendering @4k+ plus resolutions (hell, even 1080p) its very clearly pixelated and muddy looking. Is there any way to increase the resolution of the texture/reflection?
Anomi  [author] 22 Apr, 2015 @ 11:02pm 
@ Sikowny

Yes, I have been getting people reporting to me about this issue. I don't really know why it happens, because it doesn't happen to me and some friends of mine.

Here are some ways I have heard they have fixed / gotten around this issue
1. Try just using the export image function
2. Try exporting a 2-3 frame avi file/ image sequence and then take one of the frames

All of the images on this page and the mirror maps page where all exported as posters (png files, 1080p, default sampling). Maybe you can try using these exact settings and see if it works.
The Yerm 22 Apr, 2015 @ 10:36pm 
When exporting a poster from SFM involving a mirror, the mirror appears in the poster with the majority of it being white, and the reflection is misplaced and distorted, unlike how you see it in the veiw port. Have you encoutered this and know how to fix it? I'm certain i've followed the video's instructions correctly, and i've tested using both the textures as well. Here's an image. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=430451924
Treble θΔ& 18 Apr, 2015 @ 10:43pm 
awesome!
Opticle 15 Apr, 2015 @ 11:48am 
Nice.
Video Game Lover 13 Apr, 2015 @ 3:37pm 
frick, I don't know a thing about hammer
willwhitt56 13 Apr, 2015 @ 1:33pm 
thank you
Anomi  [author] 12 Apr, 2015 @ 11:17pm 
@ willwhitt
I actually just finished making a short tutorial. It's now on this page
willwhitt56 12 Apr, 2015 @ 8:42pm 
so how does this work, is there a tutorial on how to get this to work?
Anomi  [author] 12 Apr, 2015 @ 1:52pm 
@ Fwuffy

sure, but you'd have to try some tricky things.

I already tried to place a mirror underneath some water. Waters still reflect and refract, and when you put those over the mirror, you get some really weird reflections (I tried using 2fort and hydro water).

Tell me if you get it to work
Paintbrush Poltergeist 12 Apr, 2015 @ 12:57pm 
Nice. So because they reflect, with a handy bit of editing, do you think it'd be possible to make them look like water?
Anomi  [author] 12 Apr, 2015 @ 12:56pm 
@fwuffy

yes, they act just like mirrors, and reflect the world. You can use these textures to make mirrors, reflective surfaces, and etc

@Cipher

In hammer, find the texture "mirror_normal" or "mirror_normal_flat", and using the texture applicator, apply it to one surface of a brush. With the brush selected, press ctrl + T, and change the entity into a "func_reflective_glass"
CipherZeroSixtyFour 12 Apr, 2015 @ 6:07am 
Any idea how to apply the textures onto surfaces?
Paintbrush Poltergeist 12 Apr, 2015 @ 5:13am 
What does the mirror texture do? Reflect stuff like a mirror would?