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gamedev:textureproperties:refraction_distort

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gamedev:textureproperties:refraction_distort [2012/12/03 23:31] dragonlordgamedev:textureproperties:refraction_distort [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord
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 +{{tag>graphic skin texture transparency}}
 <WRAP youarehere> <WRAP youarehere>
-[[:start|Start Page]] >> [[gamedev:main|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **refraction.distort**+[[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **refraction.distort**
 </WRAP> </WRAP>
  
-<WRAP boxheader> +====== Skin Texture Property: refraction.distort ====== 
-====== Summary ====== + 
-</WRAP> +Defines the distortion behind transparent objects
-<WRAP boxcontent> +
-|Texture Property Name|refraction.distort| +
-|Description|Defines the distortion behind transparent objects|+
 |Excepted Data Source|2 component image| |Excepted Data Source|2 component image|
 |Data Range|0 to 1 for all image components| |Data Range|0 to 1 for all image components|
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 |Affected Modules|Graphic| |Affected Modules|Graphic|
 |Linked Properties|[[gamedev:textureproperties:refraction_distort_strength|refraction.distort.strength]]| |Linked Properties|[[gamedev:textureproperties:refraction_distort_strength|refraction.distort.strength]]|
-</WRAP> 
  
 ====== Description ====== ====== Description ======
 +
 The **refraction.distort** texture property defines the distortion to use for objects rendered behind a transparent object. Distortion effects are typically screen space effects simulating refraction distortion happening behind transparent materials with curvy and bumpy surface. Using full fresnel refraction calculations is usually not feasible in real time. This effect can though still be faked in screen space an image defining at what offset to use an image from behind the object. This technique has its limitations but it produces reasonable results fast. The **refraction.distort** texture property defines the distortion to use for objects rendered behind a transparent object. Distortion effects are typically screen space effects simulating refraction distortion happening behind transparent materials with curvy and bumpy surface. Using full fresnel refraction calculations is usually not feasible in real time. This effect can though still be faked in screen space an image defining at what offset to use an image from behind the object. This technique has its limitations but it produces reasonable results fast.
  
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 ====== Examples ====== ====== Examples ======
 +
 <WRAP center 100%> <WRAP center 100%>
 <WRAP center box 500px> <WRAP center box 500px>
-{{ :gamedev:material_refraction_distort.png |Distorted refraction behind a transparent object}}+{{ :gamedev:textureproperties:refraction_distort.png |Distorted refraction behind a transparent object}}
 <WRAP centeralign>Distorted refraction behind a transparent object. The distortion is not a true Fresnel based refraction but a Screen Space distortion. Using the **[[gamedev:textureproperties:refraction_distort_strength|refraction.distort.strength]]** texture property the strength of the distortion can be controlled. As image a normal map is used which allows to reuse the normal map also for distortion effects.</WRAP> <WRAP centeralign>Distorted refraction behind a transparent object. The distortion is not a true Fresnel based refraction but a Screen Space distortion. Using the **[[gamedev:textureproperties:refraction_distort_strength|refraction.distort.strength]]** texture property the strength of the distortion can be controlled. As image a normal map is used which allows to reuse the normal map also for distortion effects.</WRAP>
 </WRAP> </WRAP>
 </WRAP> </WRAP>
gamedev/textureproperties/refraction_distort.1354577462.txt.gz · Last modified: 2012/12/03 23:31 by dragonlord