• Working with $dudvmap
    11 replies, posted
I just want to know how to make dudvmaps work. If anybody here has used them before I'd like to know how you made them and got them into source.
[url]https://developer.valvesoftware.com/wiki/Du/dv_map[/url]
[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[QUOTE=tinak;49103526]I still don't get how to use them though.[/QUOTE] Well according to the wiki it's defunct and has been replaced by the refract shader.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[QUOTE=glarkon;49103574]Well according to the wiki it's defunct and has been replaced by the refract shader.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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