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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
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
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.
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
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.
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...
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
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.
I actually just finished making a short tutorial. It's now on this page
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
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"