mirror modeling

Discussion in 'Ideas and Suggestions' started by kStor2poche, Jan 27, 2018.

  1. kStor2poche

    kStor2poche
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    Hello, I've been noticing this for a long time that the texture on the mirror with the dynamic reflexions were hyper pixelated but it's only today that I figured why : it's not because they are using some kind of diferent texture quality than the global one, it's just that, due to the fact they are modelled with squares, they look pixelated but the texture is not as you can see on this picture :

    So I think you should really re-model the mirrors on the official cars because actually they look bad as hell.
     
  2. Nadeox1

    Nadeox1
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    Uh no.

    The model has little to do with that.

    What you are seeing is normal texture compression.
    We use normals to give mirrors proper distortion effects, but that unfortunately has to deal with texture compression.

    Also note that you are looking at those very closely, while in normal cockpit camera, you are not 2cm away from it, so it's less noticeable. Also your dynamic reflection 'size' setting influence the reflection quality.
     
  3. kStor2poche

    kStor2poche
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    I currently have these settings

    so surely a smoother normal map would do the trick I guess...
     
  4. Nadeox1

    Nadeox1
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    As I said, texture compression.
    We use a gradient as normal texture for mirrors.
    Gradients, when get compressed, could turn into 'steps'.
    From the normal cockpit camera is not as pronounced as when looking at it closely.
     
  5. kStor2poche

    kStor2poche
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    I see but the point is that even in cockpit mode it is maybe not too pronounced in the side mirrors but it is in the middle one, so maybe it'd be good to look into less agressive texture compression at least for the normal if torque 3d allows you to and, if it's too intensive, maybe make it an option... BTW, is it in a special format that the textures are compressed or in a more common one ? Anyways, thx for answering so fast :oops:

    btw, in this picture the fov is slightly more than the default one (65.5)
     
  6. thomatoes50

    thomatoes50
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    We are using the standard DDS compression (wiki)
    We could use no compress at all but the texture files will take lot of space.
    Torque3D/BeamNG is compatible with DDS without compression (32-bit RGBA and 24bit RGB)

    At some point it was plan to improve the system but we have no deadline nor tested anything yet.
     
  7. kStor2poche

    kStor2poche
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    Ok ! Thanks for the answer, have a nice day !
     
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