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Posted: Fri Mar 05, 2010 4:26 pm
by Scarecrow
Yeah, I usually bake AO into the diffuse map (I use mental ray in Maya but I also have FAOgen which is pretty cool) but I've taken recently to making it a seperate pass so that it masks out specularity. I guess it could be baked into the specularity map for that reason.

Crow

Posted: Fri Mar 05, 2010 8:20 pm
by JensAyton
So it turns out built-in shader specular mapping doesn’t work in 1.73.4, but is fixed for 1.74. Well, I can’t remember everything.

It works if you drop in the trunk version of the shader, although it’s possible that might break other things.

Posted: Fri Mar 05, 2010 10:12 pm
by Griff
updated to test this out:
Image
Image
i used these settings (2nd pic has the specular set to (1.0, 0.0, 0.0, 1.0): so it's a bright red colour

Code: Select all

	materials = 
         { 
         "Griff_cobra_mk3_cleaner_mainhull_diffuse_spec.png" = { 
               shininess = 4; 
               specular = (1.0, 1.0, 1.0, 1.0); 
               normal_map = "Griff_cobra_mk3_cleaner_mainhull_normal.png"; 
               emission_map = "Griff_cobra_mk3_emission.png"; 
               }; 
         };
things seem to break though if you set the specular colour vec4 with any of the numbers greater than 1.0
Image

Posted: Fri Mar 05, 2010 10:26 pm
by JensAyton
Note that problems with specular_map won’t necessarily translate to problems with unmapped specularity and vice versa. Unmapped specularity is used by default for ships without custom shaders, so I’d notice if it wasn’t working. :-)

Posted: Fri Mar 05, 2010 10:48 pm
by Griff
oops, tested again with a specmap :D
Image
Image

Code: Select all

	materials = 
         { 
         "Griff_cobra_mk3_cleaner_mainhull_diffuse_spec.png" = { 
               shininess = 4; 
               specular = (1.0, 1.0, 1.0, 1.0); 
               normal_map = "Griff_cobra_mk3_cleaner_mainhull_normal.png";
			   specular_map = "spec_maptest.png"; 			   
               emission_map = "Griff_cobra_mk3_emission.png"; 
               }; 
         }; 

Posted: Sat Mar 06, 2010 9:37 am
by Scarecrow
That looks very promising. I'll try the new shader with the materials code and report back! :)

Thanks, as ever,

Crow

Posted: Thu Mar 11, 2010 3:49 pm
by Scarecrow
Hmmmm....

Okay, finally got round to testing this. The ship is certainly much more shiny or glossy but it still seems to be ignoring the specular map. Neither r,g,b or a seem to be having any effect on the specularity.

Crow

Posted: Thu Mar 11, 2010 9:28 pm
by Frame
Ahruman wrote:
Scarecrow wrote:
Well, allright, :P Obviously it has an alpha channel, what I meant was, the program I'm using (*coughphotoshopcough*) doesn't allow me to save it with an alpha channel. It uses the tranparency in the RGB channels instead.
Odd; in my experience it will save separate alpha channels but not load them that way.
That is why there is the super png plugin.. Free... & open source

for Mac and Win...

http://www.fnordware.com/superpng/

Cheers Frame...

Posted: Mon Jun 07, 2010 1:06 pm
by Griff
Blitz games article on cgtalk, are you in any of the photos Scarecrow?
http://features.cgsociety.org/story_cus ... ry_id=5685
The bits of artwork look amazing!

Posted: Thu Jul 08, 2010 8:54 am
by Scarecrow
Ah! No, unfortunately neither I nor any of my work are in these pics :( I did work on at least four of the games depicted though :D (most noteable is the beach scene at the bottom of page 1 - I built that level for the game)

Crow

Posted: Thu Jul 08, 2010 11:22 am
by RustiSwordz
I just saw your Dev Art page. I liked your Scout Cruiser ship... that make a great ship for OOlite. ;)