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SSAO Issue - Bad reflection on water
Hello,
I have an issue about SSAO reflection on water.
As you wan see on this video [i.imgur.com]
A shadow of the characters is appearing on the water's reflection.

There is anyone can help me to understand and fix it ?

Thanks.
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Showing 1-9 of 9 comments
Zappy Sep 4, 2018 @ 10:15am 
Are you sure that the issue is a result of ambient occlusion? (What happens if you disable it?)
NumeriChunk Sep 5, 2018 @ 5:14am 
Hello,
Yes I'm sure. On this other video [i.imgur.com], I've deactivated Ambient occlusion, and the reflection is "natural".
Zappy Sep 5, 2018 @ 5:34am 
Originally posted by NumeriChunk:
- Yes I'm sure. On this other video, I've deactivated Ambient occlusion, and the reflection is "natural".
What does it look like if you enable the "Show AO" option? (This will show a grey-scale image of the ambient occlusion "pass".)
And what map is it? (Please link to where you downloaded the map from, as well as let us know the name if the download has multiple maps.)
NumeriChunk Sep 5, 2018 @ 6:07am 
If I enable the "Show AO", we cant see the reflection in the water ( video [i.imgur.com])

This is a map I've created. I use the : "liquids/boathouse_water" texture as water.
I've put an "env_cubemap" with "water_lod_control".

Zappy Sep 5, 2018 @ 6:13am 
Originally posted by NumeriChunk:
- I use the : "liquids/boathouse_water" texture as water. -
I don't seem to have that material. Please open it in a raw text editor (such as Notepad or Notepad++), select everything in it, copy the text, and paste it here.
Last edited by Zappy; Sep 5, 2018 @ 6:13am
NumeriChunk Sep 5, 2018 @ 6:29am 
Originally posted by Zappy:
Originally posted by NumeriChunk:
- I use the : "liquids/boathouse_water" texture as water. -
I don't seem to have that material. Please open it in a raw text editor (such as Notepad or Notepad++), select everything in it, copy the text, and paste it here.

There is the vmt file:

"Water"
{
"%compilewater" 1
"%tooltexture" "dev/water_normal"


//forceexpensive Must be set to 1 for Portal 2 water reflections to work.
$forceexpensive 1
"$abovewater" 1
"$surfaceprop" "water"
"$bottommaterial" "dev/dev_waterbeneath2"
"$normalmap" "dev/water_normal"


//Go with the flow!
$flowmap "liquids/c3m2_hflowmap_a"
$flow_normaluvscale 155.0
$flow_worlduvscale 3
$flow_timeintervalinseconds 0.2 // Amount of time before the change happens
$flow_uvscrolldistance 0.175 // Stretch of UV Distance before change over to second set of flow
$flow_bumpstrength 1
$flow_timescale 0.35
$flow_noise_texture "liquids/water_noise"
$flow_noise_scale .0005
$flow_debug 0



// Reflection
$reflectonlymarkedentities 1
$reflect2dskybox 1
"$reflecttexture" "_rt_WaterReflection"
"$reflecttint" "{ 100 100 100 }"
// "$reflectentities" 1
"$reflectamount" "1"


// Refraction
"gameconsole?refract" 0
"!gameconsole?$refract" 1
"!gameconsole?$refracttexture" "_rt_WaterRefraction"
"!gameconsole?$refractamount" "0.8"
"!gameconsole?$refracttint" "{ 200 200 200 }"



// Fog stuff.
"$fogenable" 1
// "$fogcolor" "{ 51 49 40 }"
"$fogcolor" "{ 50 60 60 }"
"$fogstart" -10
"$fogend" 32
$lightmapwaterfog 1

"GPU<2"
{
"$fallbackmaterial" "liquids/boathouse_water_cheap"
}

// pseudo-translucent water only gets used on platforms which disable refract (as a cheaper substitute for refractive water)
"gameconsole?$pseudotranslucent" 1
"gameconsole?$waterblendfactor" 0.75
// "gameconsole?$fallbackmaterial" "liquids/boathouse_water_cheap"
}
Zappy Sep 5, 2018 @ 7:01am 
Originally posted by NumeriChunk:
There is the vmt file: -Snipped to keep the quote short-
While I don't really know much about water in Source, there's nothing there that seems immediately obviously-wrong to me. So, I'll just come with a silly suggestion and two silly questions now.

Make sure that there's some map geometry (other than the skybox) below the water. (I can't tell whether or not there is in your videos.)
Do you get the same issue in another map (one that you have not made yourself) that uses the same water surface material?
Do you get the same issue with the water of CTF_2Fort (a map that's included with Source Filmmaker by default; the water is near the middle of the map, below the bridge between the red and blue halves of the map)?
NumeriChunk Sep 5, 2018 @ 2:06pm 
I've re check the map geometry but nothing wrong.

I have the same issue with this map.

I have try 2fort map but, there is no reflection on the water so I cant check if I have the same issue.

:'(

Zappy Sep 6, 2018 @ 5:35am 
Originally posted by NumeriChunk:
- I have the same issue with [another map]. -
This sounds suspicious. So I should probably have asked about this earlier... What CPU, GPU(s), amount of RAM, and operating system does your computer have?

To find out what CPU, amount of RAM, and operating system your computer has, press the Windows key, search for and open "dxdiag", and look at exactly what it says beside "Processor", "Memory", and "Operating System" in the "System" tab.

To find out what GPU(s) your computer has, open the Control Panel, change the drop-down "View by" selection list to "Large icons" or "Small icons", click "Device Manager", expand the "Display Adapters" list/group, and look at the exact names of all items in that list/group.
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Date Posted: Sep 4, 2018 @ 9:42am
Posts: 9