Shiney troubles
Posted: 13 Apr 2007, 06:02
Im working on texturing now, and I noticed a certain uglyness after turning on reflections (the big ugly pixely jagged thingie at the edge):

So it looks to me like the reflection spills over from the top polygons on the other side of the edge, and/becouse their also badly stretched? (guessing here)
I wonder if this can be fixed somehow. Is it the normals? If they were set to hard edges maybe it will be better? At the moment I havn't bothered with normals at all, their all smoth edges. Or is it the polygon structure itself that's screwed up and confusing the shaders? It's modeled with the "all quads" principle.

The reflection is set to 5green except for the windows that are at around 100 green.

So it looks to me like the reflection spills over from the top polygons on the other side of the edge, and/becouse their also badly stretched? (guessing here)
I wonder if this can be fixed somehow. Is it the normals? If they were set to hard edges maybe it will be better? At the moment I havn't bothered with normals at all, their all smoth edges. Or is it the polygon structure itself that's screwed up and confusing the shaders? It's modeled with the "all quads" principle.

The reflection is set to 5green except for the windows that are at around 100 green.