[QUOTE=glarkon;49103511][url]https://developer.valvesoftware.com/wiki/Du/dv_map[/url][/QUOTE]
I still don't get how to use them though.
[QUOTE=tinak;49103526]I still don't get how to use them though.[/QUOTE]
Well according to the wiki it's defunct and has been replaced by the refract shader. What are you using it for?
[QUOTE=glarkon;49103574]Well according to the wiki it's defunct and has been replaced by the refract shader. What are you using it for?[/QUOTE]
To make glasses like how they made it in the meet the spy video.
[QUOTE=tinak;49103579]To make glasses like how they made it in the meet the spy video.[/QUOTE]
You're talking about these glasses?: [t]http://i.imgur.com/H8RNxNJ.png[/t]
If so, then you'd probably want to use refract: [url]https://developer.valvesoftware.com/wiki/Refract[/url]
I'm no expert, though.
there's a magnifying glass on the sfm workshop. take it. the refraction got flaws. find out how it works correct. or read the description. ;)
[QUOTE=glarkon;49103687]You're talking about these glasses?: [t]http://i.imgur.com/H8RNxNJ.png[/t]
If so, then you'd probably want to use refract: [url]https://developer.valvesoftware.com/wiki/Refract[/url]
I'm no expert, though.[/QUOTE]
Even though it's still asking for a dudvmap...
Refract
{
$normalmap ...
$dudvmap ...
$refracttint "[1 1 1]"
$refractamount .2
}
[QUOTE=tinak;49105657]Even though it's still asking for a dudvmap...
Refract
{
$normalmap ...
$dudvmap ...
$refracttint "[1 1 1]"
$refractamount .2
}[/QUOTE]
"The pattern of refraction is defined by a normal map (DX9+) or DUDV map (DX8-). May be animated."
It can be a normal map or a DUDV map.
[QUOTE=glarkon;49105734]"The pattern of refraction is defined by a normal map (DX9+) or DUDV map (DX8-). May be animated."
It can be a normal map or a DUDV map.[/QUOTE]
So just plug in your regular normal map then and not bother with the old stuff?
[QUOTE=tinak;49105806]So just plug in your regular normal map then and not bother with the old stuff?[/QUOTE]
Yeah, there's also a $refracttint and a $refractamount that seems like it'd be useful
[QUOTE=glarkon;49105917]Yeah, there's also a $refracttint and a $refractamount that seems like it'd be useful[/QUOTE]
How would you go about doing this in blender?
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