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comonkey
#184155079Monday, February 22, 2016 9:01 PM GMT

The idea in a nutshell: developers should be able to customize the static reflection (unchanging reflection). & there should be the option to make so parts would use real-time reflections (which actually reflects the environment around it) STATIC REFLECTIONS: the current reflection that parts use, is called a 'static reflection' -- basically an unchanging reflection. When choosing to use static reflection, devs would be able to make their own custom reflection. The way it would work is that you would input six images (up, down, north, south, east, west.) --the same way a skybox works. This is called a cube map. this is used for creating various effects, from shine to making a pot reflect a room. It's less laggy then a real-time reflection. this shouldn't be too hard to make because it's the exact same system, current reflections use. REAL-TIME REFLECTIONS: developers should also be able to use real-time reflections -- reflections with your character in it. you should also be able to choose the reflection distance, for parts that reflective-but-not-as-reflective-as-a-mirror. So as things get further away it's reflection fades --like the water's reflectance. This is doesn't replace Reflectance which makes the whole reflection more transparent. to prevent the problem of the reflection, within the reflection, within the reflection, other reflective objects would appear unreflective. Sure that's lame, but it's better then having no reflection. Q&A: won't real-time reflections be too laggy? Roblox already made water with reflections, so I don't see how this would be any laggier. Why keep static reflections? because, then you can make something look reflective without having your character appear on it. In other words, it uses less memory. plus you can make a variety of deferent effects with it.

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