I second that. Just asked for a set of new registry keys because I found mine were no longer working (?switch to Windows 10) and got a reply earlier today. Not light speed but it is Sunday.... And Mario's always been very helpful to me in the past as well.
Just my humble opinion.
DaveQ
'Always do sober what you say you'll do when you're drunk. It'll teach you to keep you mouth shut' - Ernest Hemingway
Hi All,
Someone will tell me what exe files need to install the model
Need a sequence!
Unfortunately, there is no TP gun and tanker function
Thank you,
Zsolt
Sorry for the huuuge delay,but I'm quite busy at the moment.
Normally I use alpha channel of diffuse (this is a rule in SSW is used since '104,and adopted largely around) for "metal" shining,and on metal paintings I sometimes use a specific fresnel.
Alpha channel works (as I suppose you know) "the darker it is,the metal it goes" Many developer used it on reverted,so...white->mirrors,black-->flat.
I think if it's combined with specular we reached a nice result,but it's always the right moment to get better!
So post me some examples of how you wish it will be done.
Thanks
Alessandro
Cool....I can only tell you based on the ModelConverterX outputs. But essentially it is the following:
1. Alpha Channel reflecting the inverse of the diffuse Alpha.
2. Alpha Channel set to 1 (or 100%) reflectivity. That gives you a 1:1 relationship in the alpha gradient. Meaning full black is 100% reflection.
3. Fresnel is set to affect ONLY specular.
4. Specular Map power set to somewhere from 50 to 64
5. A discrete 1:1 relationship of Specular texture to Diffuse texture counterpart. Meaning no global specular file that is assigned to the whole exterior. You need a custom spec file (or placeholder) for every single exterior texture. So if you have 4 exterior diffuse textures you would have 4 exterior specular textures as well.
6. All exterior parts get this settings. This allows the model to have a pseudo dynamic exterior materials that the texture artist can control using combinations of Alpha channel, specular and fresnel.
Even if the part is not a metal piece, it should still receive this material setting. This allows repaints the most flexibility to create aftermarket content. You might say, will that part is not reflective because of xyz reason...but if someone is trying to create a nice glossy enamel finish it will be impossible. However with these settings, the texture controls the reflection and specular shine. Giving the artist the ability to determine what type of surface the texture will render; rather than a static predetermined and fixed material setting from the 3D model.
I can post an image later.
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Ideally (and this is mostly for P3Dv4+) all you high end payware or freeware developers would band together and unite under a banner of common consent to create some kind of a letter to LM and request that they convert their rendering engine to PBR or Differed shading. This would eliminate the need for so many textures and would move the Reflection and Specular into a single file.
This moves us from this (P3D):
To This (DCS):
Both are my textures. I would implore all the devs to be asking/requesting/begging LM to move the GFX engine to PBR or differed shading.
MACH 3 DESIGN STUDIO
Heatblur Rivet Counting Squad™
Sorry but I don't see the point.
The way my texturing works is exactly as you stated. Every part has it's own place on a 4 parts dds (diffuse,alpha/diffuse,specular/alpha specular and obviously bump).
You can do whatever you want,is fully customizable.
If you like,you can make metal shining also the tyres.
Al this salad is mixed with a fresnel you can setup by your choice,if you wish.
Correct me If i understood wrong.
Cheers,
Alessandro
IF that's how you have it, that's great! I'm having to rely on others to ask them for input. I don't own it remember. That is great.
MACH 3 DESIGN STUDIO
Heatblur Rivet Counting Squad™
In this example,the difference between the 2 variants is only texturing.
The variables on models are "opened" so you can choose what to do with surfaces.
Ok,now I got the point.
Yes,I do confirm,all our models are flexible by this point of view.
And it's how it should be,I can not see the point to lock a surface on a preset.
Sorry if I was not able to understand your question promtly, mainly because for me it's obvious that these things must work this way!
Cheers
Here an example of a "shiny" variant.
Diffuse:
Alpha-Diffuse:
Specular:
Alpha-specular:
I love your single texture layout!
Could you show me this skin in the sim?
MACH 3 DESIGN STUDIO
Heatblur Rivet Counting Squad™
Thank you good sir.
MACH 3 DESIGN STUDIO
Heatblur Rivet Counting Squad™
On a side-note, I was listening to an interview with LM from the recent flight sim con and they mentioned PBR is on the upcoming features list.
It was mentioned in this (interesting throughout) podcast:
https://pcflight.net/episode-13-lock...ds-adam-breed/
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