
grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Apr 21, 2012 04:09 PM
Msg. 1 of 6
So i was messing around with textures\shaders and i noticed these two options and had to wonder, what do they do? what do they control? just figured i'd ask real quick and see if anyone knew.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Apr 21, 2012 09:25 PM
Msg. 2 of 6
...Okay?. I thought that that was controlled by the "parallel brightness" and the "perpendicular brightness".
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Apr 21, 2012 10:22 PM
Msg. 3 of 6
It is how far away the reflection is seen from. Falloff is the dissipation of the reflection and cutoff is the absolute distance. Edited by Maniac1000 on Apr 21, 2012 at 10:24 PM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Apr 22, 2012 12:09 AM
Msg. 4 of 6
Got it, so if i set them to 0 then they have no cutoff or falloff. Thanks! :)
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Apr 22, 2012 03:50 AM
Msg. 5 of 6
keep in mind having no cutoff or falloff can cause performance issues. It is usually best to HAVE these set so that way you can have what is closest to you getting all the graphical processing power. This is sort of reminiscent of LODs. Something to help keep performance up by not rendering everything for distant objects.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Apr 22, 2012 10:15 AM
Msg. 6 of 6
Yeah, i thought of that last night. So i'm going to set it so you can see it from a fair distance away, close enough that you can see it if you zoom in to snipe something, but far enough that it doesn't draw it for just this little speck.
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