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I need a chrome material (Looks extremely reflective, no matte areas, metallic) that ONLY uses Phong as a base, no Envmap commands. The reason is stated below.
Any material using Envmap commands relies on cubemaps for reflections, this leads to a couple of problems.
The first problem is that it cannot handle multiple lighting conditions. if I wanted a room with 2 lighting states, as in On and Off via a lightswitch for example, the envmap reflections will only be present in the initial state that the map is compiled in.
If the room is compiled with the lights on, the reflections will be present, but will NOT change when the lighting state is switched to off. (They will remain "Lit" as if the lights were still on)
If I do the opposite and compile with lighting off, there will be no reflections, but none will be generated when the light is switched on.
I had a full page of information in a Notepad ++ file I created to explain, and screenshots.
I'll post the link to the screenshots.
http://imgur.com/a/5cj6B#10
Phong shading acts very differently to Envmap based materials, as it can respond to differing lighting states, the reflections it create are not very realistic, but it's the neccessary option. I've had a lot of trouble even creating metallic looking Phong materials, since by default it gives a very plastic, rubbery look.
The screenshots are not my assets, they were all taken from multiplayer, but they show off quite well what the problems are.
Most of the assets, apart from the blue cube, are Envmap based.
The blue cube is Phong based, the light next to it was created in realtime in-game (Garry's Mod) to show that it reacts appropriately.
This project uses a very large map, and the secondary "Off" lighting state effects all of it, it has to be complete darkness with no visual lighting problems. Just so we're clear that it has to not contain Envmap code.
This is for Garry's Mod.
- next thing I thought is to look at env_cubemap code and see how it works, may be you can swap cubemaps in realtime. E.g. when room gets darker you use darker cubemaps.
This can be done only if you have access to the source code of a game you're working on.
Another approach is to find similar thing is some other map/sourcegame and use their technique.