Reflecting models in the water?

Cyberen

L3: Member
Mar 30, 2021
143
30
I've been trying this in different maps but it seems that there's no documentation on this. Can water textures reflect static models? Also, is the complexity of my map causing the reflection to lag? Should I just swap to a cheap water? Because I have $cheapwaterstartdistance in the VMT but it doesn't seem to work.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
TF2's default water materials are all cubemap-based, even in expensive mode. I guess for stylistic reasons? You can absolutely make your own that do real-time reflections and then it's just a matter of hoping your players have "Reflect World" or "Reflect All" selected (I think "Reflect World" is the default option despite the aforementioned default materials making it pointless). I myself made override materials for all the defaults years ago because I disagree with Valve's artistic choices.