Roman showed us mirror.mwv

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Roman showed us mirror.mwv // Archive: Tech Forum

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Post by Wigand // May 19, 2007, 8:04am

Wigand
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How it was done.

Is here someone who could show is to me?

Post by Jack Edwards // May 19, 2007, 8:22am

Jack Edwards
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it was done by linking the output from a camera to a texture for an object. I've not done it yet, so hopefully one of the others can show you.


I think there was also another thread in the general forum section that did discuss it.


-Jack.

Post by Wigand // May 19, 2007, 8:26am

Wigand
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it was done by linking the output from a camera to a texture for an object.

-Jack.



This is what I thought that it was done, but I do not find the camera output.

I started a thread in scriptorium for the same question without an answer.

Post by Jack Edwards // May 19, 2007, 8:33am

Jack Edwards
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The file Roman used is included in the "Scenes -Base" library and is called D3D TRT. Until we can get one of the gurus to do a walkthrough, your best bet is to load that scene and see how it's hooked up in the LE.


-Jack.

Post by Wigand // May 19, 2007, 8:48am

Wigand
Total Posts: 462
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Thanks I will look for this scene

Post by Wigand // May 19, 2007, 9:18am

Wigand
Total Posts: 462
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unfortunately the function is encapsulated in a compiled object


'D3D Texture render target'


So it's secret for us :o

Post by Jack Edwards // May 19, 2007, 10:37am

Jack Edwards
Total Posts: 4062
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Oh... :(


Maybe the developers can include an example in the manual update?


-Jack.

Post by Délé // May 19, 2007, 11:26am

Délé
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Wigand: All you do is pull the "D3D texture render target" block and a camera into the LE. It just uses a regular camera. Then link the "object name" output from the camera into the "camera" input on the "D3D texture render target" node. Next go into your object and export the texture input to the outside of the object node. Then just link the "texture" output from the "D3D texture render target" node into the image input on your object.


So essentially the D3D texture render target block takes the camera view and turns it into a bitmap that you can apply to your object. You can change the settings on the node to apply AA and such.


Like so:


6214


There is also a post processing block that you can drag into the LE and link into the D3D texture render target node to get post process effects in the image.
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