[Portal2] Reflective (cubemapped) glass?
Quote from Player1 on May 4, 2011, 4:48 amI've run into a problem getting glass to work "right", specifically to get reflections to work right. And by reflections I mean cubemapped reflections.
I've created a small room, with four walls made of glass (thin brushes). I've added an env_cubemap and put it at eye height in the center of the room and applied one of the frosted glass materials (glass/glasswindow_frosted_002b) to the glass. They turn transparent and look almost right both in Hammer and in game, but the cubemap does not get applied. After the game starts and the map is loaded I bring down the console and write "buildcubemaps", and it looks like it's building some cubemaps allright, but after it reloads the map there's no visible difference.
I've been experimenting a lot. At some point it looked like the reflections was working using one of the other glass materials and in a prop_dynamic (bed_cover_reference.mdl) that I also have in the scene. However I can't recreate this and now I just can't get the cubemaps to work at all.
Am I missing something fundamental? I'm attaching the build log as well, but there's no real errors popping out at me:
- Code: Select all
materialPath: c:program files (x86)steamsteamappscommonportal 2portal2materials
Loading c:program files (x86)steamsteamappscommonportal 2portal2mapsrcp1_00.vmf
Could not locate GameData file portal2.fgd
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 10 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:program files (x86)steamsteamappscommonportal 2portal2mapsrcp1_00.prt...Building visibility clusters...
done (0)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (58483 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 215 texinfos to 78
Reduced 26 texdatas to 20 (887 bytes to 645)
Writing c:program files (x86)steamsteamappscommonportal 2portal2mapsrcp1_00.bsp
0 seconds elapsed2 threads
reading c:program files (x86)steamsteamappscommonportal 2portal2mapsrcp1_00.bsp
reading c:program files (x86)steamsteamappscommonportal 2portal2mapsrcp1_00.prt
54 portalclusters
126 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 15 visible clusters (0.00%)
Total clusters visible: 1833
Average clusters visible: 33
Building PAS...
Average clusters audible: 53
visdatasize:1212 compressed from 864
writing c:program files (x86)steamsteamappscommonportal 2portal2mapsrcp1_00.bsp
0 seconds elapsed[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2portal2mapsrcp1_00.bsp
447 faces
2 degenerate faces
24887 square feet [3583830.75 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
445 patches before subdivision
5159 patches after subdivision
104 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 530457, max 353
transfer lists: 4.0 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(63320, 68200, 83661)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(20395, 23053, 27800)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(7070, 8343, 9884)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(2512, 3100, 3617)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(909, 1172, 1350)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(332, 447, 511)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(122, 172, 195)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(45, 66, 75)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(17, 26, 29)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(6, 10, 11)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(2, 4, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(1, 1, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0017 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
54 of 102 (52% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 174/8192 2088/98304 ( 2.1%)
brushsides 1178/65536 9424/524288 ( 1.8%)
planes 630/65536 12600/1310720 ( 1.0%)
vertexes 768/65536 9216/786432 ( 1.2%)
nodes 176/65536 5632/2097152 ( 0.3%)
texinfos 78/12288 5616/884736 ( 0.6%)
texdata 20/2048 640/65536 ( 1.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 447/65536 25032/3670016 ( 0.7%)
hdr faces 447/65536 25032/3670016 ( 0.7%)
origfaces 395/65536 22120/3670016 ( 0.6%)
leaves 179/65536 5728/2097152 ( 0.3%)
leaffaces 585/65536 1170/131072 ( 0.9%)
leafbrushes 261/65536 522/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3762/512000 15048/2048000 ( 0.7%)
edges 2409/256000 9636/1024000 ( 0.9%)
LDR worldlights 0/8192 0/819200 ( 0.0%)
HDR worldlights 104/8192 10400/819200 ( 1.3%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 44/32768 440/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 933/65536 1866/131072 ( 1.4%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 0/0 ( 0.0%)
HDR lightdata [variable] 296016/0 ( 0.0%)
visdata [variable] 1212/16777216 ( 0.0%)
entdata [variable] 8697/393216 ( 2.2%)
LDR ambient table 179/65536 716/262144 ( 0.3%)
HDR ambient table 179/65536 716/262144 ( 0.3%)
LDR leaf ambient 179/65536 5012/1835008 ( 0.3%)
HDR leaf ambient 471/65536 13188/1835008 ( 0.7%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
Prop Hull Verts 0/0 0/0 ( 0.0%)
Prop Hull Blob 0/0 0/0 ( 0.0%)
Prop Hull Lists 0/0 0/0 ( 0.0%)
Prop Hulls 0/0 0/0 ( 0.0%)
Prop Hull trilist 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/3734 ( 0.0%)
pakfile [variable] 225165/0 ( 0.0%)
physics [variable] 58483/4194304 ( 1.4%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 1358
Writing c:program files (x86)steamsteamappscommonportal 2portal2mapsrcp1_00.bsp
4 seconds elapsed(Well except for the "Could not locate GameData file portal2.fgd", but if that really was missing nothing should be working?)
I've run into a problem getting glass to work "right", specifically to get reflections to work right. And by reflections I mean cubemapped reflections.
I've created a small room, with four walls made of glass (thin brushes). I've added an env_cubemap and put it at eye height in the center of the room and applied one of the frosted glass materials (glass/glasswindow_frosted_002b) to the glass. They turn transparent and look almost right both in Hammer and in game, but the cubemap does not get applied. After the game starts and the map is loaded I bring down the console and write "buildcubemaps", and it looks like it's building some cubemaps allright, but after it reloads the map there's no visible difference.
I've been experimenting a lot. At some point it looked like the reflections was working using one of the other glass materials and in a prop_dynamic (bed_cover_reference.mdl) that I also have in the scene. However I can't recreate this and now I just can't get the cubemaps to work at all.
Am I missing something fundamental? I'm attaching the build log as well, but there's no real errors popping out at me:
- Code: Select all
materialPath: c:program files (x86)steamsteamappscommonportal 2portal2materials
Loading c:program files (x86)steamsteamappscommonportal 2portal2mapsrcp1_00.vmf
Could not locate GameData file portal2.fgd
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 10 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:program files (x86)steamsteamappscommonportal 2portal2mapsrcp1_00.prt...Building visibility clusters...
done (0)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (58483 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 215 texinfos to 78
Reduced 26 texdatas to 20 (887 bytes to 645)
Writing c:program files (x86)steamsteamappscommonportal 2portal2mapsrcp1_00.bsp
0 seconds elapsed2 threads
reading c:program files (x86)steamsteamappscommonportal 2portal2mapsrcp1_00.bsp
reading c:program files (x86)steamsteamappscommonportal 2portal2mapsrcp1_00.prt
54 portalclusters
126 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 15 visible clusters (0.00%)
Total clusters visible: 1833
Average clusters visible: 33
Building PAS...
Average clusters audible: 53
visdatasize:1212 compressed from 864
writing c:program files (x86)steamsteamappscommonportal 2portal2mapsrcp1_00.bsp
0 seconds elapsed[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2portal2mapsrcp1_00.bsp
447 faces
2 degenerate faces
24887 square feet [3583830.75 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
445 patches before subdivision
5159 patches after subdivision
104 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 530457, max 353
transfer lists: 4.0 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(63320, 68200, 83661)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(20395, 23053, 27800)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(7070, 8343, 9884)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(2512, 3100, 3617)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(909, 1172, 1350)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(332, 447, 511)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(122, 172, 195)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(45, 66, 75)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(17, 26, 29)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(6, 10, 11)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(2, 4, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(1, 1, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0017 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
54 of 102 (52% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 174/8192 2088/98304 ( 2.1%)
brushsides 1178/65536 9424/524288 ( 1.8%)
planes 630/65536 12600/1310720 ( 1.0%)
vertexes 768/65536 9216/786432 ( 1.2%)
nodes 176/65536 5632/2097152 ( 0.3%)
texinfos 78/12288 5616/884736 ( 0.6%)
texdata 20/2048 640/65536 ( 1.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 447/65536 25032/3670016 ( 0.7%)
hdr faces 447/65536 25032/3670016 ( 0.7%)
origfaces 395/65536 22120/3670016 ( 0.6%)
leaves 179/65536 5728/2097152 ( 0.3%)
leaffaces 585/65536 1170/131072 ( 0.9%)
leafbrushes 261/65536 522/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3762/512000 15048/2048000 ( 0.7%)
edges 2409/256000 9636/1024000 ( 0.9%)
LDR worldlights 0/8192 0/819200 ( 0.0%)
HDR worldlights 104/8192 10400/819200 ( 1.3%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 44/32768 440/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 933/65536 1866/131072 ( 1.4%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 0/0 ( 0.0%)
HDR lightdata [variable] 296016/0 ( 0.0%)
visdata [variable] 1212/16777216 ( 0.0%)
entdata [variable] 8697/393216 ( 2.2%)
LDR ambient table 179/65536 716/262144 ( 0.3%)
HDR ambient table 179/65536 716/262144 ( 0.3%)
LDR leaf ambient 179/65536 5012/1835008 ( 0.3%)
HDR leaf ambient 471/65536 13188/1835008 ( 0.7%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
Prop Hull Verts 0/0 0/0 ( 0.0%)
Prop Hull Blob 0/0 0/0 ( 0.0%)
Prop Hull Lists 0/0 0/0 ( 0.0%)
Prop Hulls 0/0 0/0 ( 0.0%)
Prop Hull trilist 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/3734 ( 0.0%)
pakfile [variable] 225165/0 ( 0.0%)
physics [variable] 58483/4194304 ( 1.4%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 1358
Writing c:program files (x86)steamsteamappscommonportal 2portal2mapsrcp1_00.bsp
4 seconds elapsed
(Well except for the "Could not locate GameData file portal2.fgd", but if that really was missing nothing should be working?)
Quote from msleeper on May 4, 2011, 5:05 amAre the glass walls the exterior, void-facing walls? If so then I'm pretty sure that won't work.
Are the glass walls the exterior, void-facing walls? If so then I'm pretty sure that won't work.
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Quote from Player1 on May 4, 2011, 5:09 ammsleeper wrote:Are the glass walls the exterior, void-facing walls? If so then I'm pretty sure that won't work.No, they're quite interior. (Basically I'm recreating chamber 00 from Portal 1 to get some practice. It's the little glass cage you start in that's not turning out quite how I want it.)
No, they're quite interior. (Basically I'm recreating chamber 00 from Portal 1 to get some practice. It's the little glass cage you start in that's not turning out quite how I want it.)
Quote from msleeper on May 4, 2011, 5:30 amI'm assuming you are reloading your map and/or restarting Portal 2 after you build the cubemaps, right?
Also your error log looks incomplete. Looks like it starts in the middle of vvis. vbsp gives the real errors.
I'm assuming you are reloading your map and/or restarting Portal 2 after you build the cubemaps, right?
Also your error log looks incomplete. Looks like it starts in the middle of vvis. vbsp gives the real errors.
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from Player1 on May 4, 2011, 6:09 ammsleeper wrote:I'm assuming you are reloading your map and/or restarting Portal 2 after you build the cubemaps, right?Also your error log looks incomplete. Looks like it starts in the middle of vvis. vbsp gives the real errors.
I'm reloading the map (actually portal 2 does that automatically after buildcubemaps). I haven't tried rebooting portal 2 specifically yet.
The top of the output I linked is from vbsp.exe. It always starts with "materialPath: blah blah".
Also your error log looks incomplete. Looks like it starts in the middle of vvis. vbsp gives the real errors.
I'm reloading the map (actually portal 2 does that automatically after buildcubemaps). I haven't tried rebooting portal 2 specifically yet.
The top of the output I linked is from vbsp.exe. It always starts with "materialPath: blah blah".
Quote from Player1 on May 4, 2011, 6:14 amWow. I tried building cubemaps and then immediately rebooting P2 and then running the map again. Et voila the cubemaps on the prop_dynamic was working again. (And also on some of the metal textures I noticed.)
No luck on the glass, but I guess I could go hunting for that glass material where it worked.
Is there any way to get a material to support cubemapped reflections if it isn't already "baked in"?
The cubemaps are a lot more subdued than in Portal 1 though. Wonder why...
Wow. I tried building cubemaps and then immediately rebooting P2 and then running the map again. Et voila the cubemaps on the prop_dynamic was working again. (And also on some of the metal textures I noticed.)
No luck on the glass, but I guess I could go hunting for that glass material where it worked.
Is there any way to get a material to support cubemapped reflections if it isn't already "baked in"?
The cubemaps are a lot more subdued than in Portal 1 though. Wonder why...
Quote from msleeper on May 4, 2011, 1:54 pmI think it might just be that texture. I don't think any of the glass really has an overly obvious specularity to it. Subtlety works!
I think it might just be that texture. I don't think any of the glass really has an overly obvious specularity to it. Subtlety works!
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.