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Glass refraction/blur in CS Source.

  • m8nkey
  • January 10, 2008 at 2:23 PM
  • m8nkey
    • January 10, 2008 at 2:23 PM
    • #1

    I'm trying to create a glass texture which blurs and distorts anything behind it, similar to the lab windows in Portal, for CS Source. Is this even possible or is it utilising features post Orange Box?

  • hessi
    • January 10, 2008 at 2:29 PM
    • #2

    this is possible since the beginning.

    usually you need two maps: a dudv and a normal map. i think there are several examples avaible. best way would be to look out for a standard material in the gcf files and import it into photoshop / texteditor.

  • m8nkey
    • January 10, 2008 at 6:29 PM
    • #3

    apologies for the stupid question. I had a look through the standard materials in the gcf file and although there are examples there, I couldn't find 'em. I ended up finding an excellent reference map with many examples (25 different maps!!!) for refractive maps made by a guy called "nudel" http://%7boption%7d

    I still have no idea what a dudv map is and intend to look into that further. They look unusual and I'm interested in finding out how they're produced.

  • hessi
    • January 10, 2008 at 6:52 PM
    • #4

    as far as i remember they are generated from a normalmap. but they arent the same. google might help there.

  • e-freak
    • January 10, 2008 at 7:07 PM
    • #5

    they work the very same way as normals do. You use red for left right refraction and green for up/down. Not sure what the blue channel does (most probably zoom)

  • Wunderboy
    • January 11, 2008 at 11:49 AM
    • #6

    I think DuDv is something to do with wave trasformation over time in two axis.

    edit: lol

    http://www.dudv.com/

  • Sentura
    • January 12, 2008 at 4:25 AM
    • #7

    i was actually considering this at some point for a few places in my portfolio map, thanks!

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