Screenshots

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cbr
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Re: Screenshots

Post by cbr »

Shininess did the trick...

Would it also be possible to have this effect only applied to certain parts of the model via a texture/mask?

Here i have a simulated example ( i blended a regular mkiii over a metalic one )

Image
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Re: Screenshots

Post by another_commander »

cbr wrote: Fri Aug 17, 2018 4:50 pm
Would it also be possible to have this effect only applied to certain parts of the model via a texture/mask?
You should be able to achieve this by using a shininess texture in the specular map's alpha channel, where you set the shininess to low (dark) values and keep it high (light values) in the parts you want to show as metallic. The diffuse (albedo) map will have to be tampered with too, because metal surfaces should have a black diffuse color and the specular map will have to be adjusted because the metallic parts need to have the correct specular color for the metal of choice.

Note also that in the game's default shader the value of the shininess map corresponding to white (1.0 grayscale) is the value you set for shininess in your shader material definition. If you set a shininess of 100 in the shader material definition, then white will correspond to shininess 100, but if your definition has shininess of 50, then white in the shininess map will be the value 50.
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Re: Screenshots

Post by another_commander »

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Re: Screenshots

Post by Griff »

oh boy that is amazing! so shiny!
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Re: Screenshots

Post by cbr »

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gsagostinho
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Re: Screenshots

Post by gsagostinho »

These new ice asteroids look stunning!!
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Re: Screenshots

Post by another_commander »

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Re: Screenshots

Post by Cody »

another_commander wrote: Thu Aug 16, 2018 7:38 pm
One more metallic Cobra variant: Chrome, lit under yellow and white colored suns.

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That chrome skin would look cool on Griff's late-model Cobra Mk III <sighs>
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Screenshots

Post by Griff »

@Cody, I've had a go at trying to put the new specular code into the oxp
https://app.box.com/s/daotrj9kwmbofrfoqh8x9yepr8bx8rwx
it's shaders only though for the moment, i'm not quite sure how to do the materials stuff that A_C is using in these amazing examples
Image
hmm, looking at that it seems the decals are a bit glowy :shock:
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Re: Screenshots

Post by Cody »

Muchas gracias, Griff - so far, so good:

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Griff wrote: Sun Aug 26, 2018 1:27 pm
... i'm not quite sure how to do the materials stuff that A_C is using in these amazing examples...
Admiral...
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Screenshots

Post by Commander_X »

Griff wrote: Sun Aug 26, 2018 1:27 pm
hmm, looking at that it seems the decals are a bit glowy :shock:
... Personal opinion -- that wouldn't be at all undesired -- so it could be a feature (at least for some people). It should also be even greater if ... "controllable" (at least on/off).
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Re: Screenshots

Post by another_commander »

Cody wrote: Sun Aug 26, 2018 1:49 pm
Griff wrote: Sun Aug 26, 2018 1:27 pm
... i'm not quite sure how to do the materials stuff that A_C is using in these amazing examples...
Admiral...
Hello :-)

To make metal materials, the important thing to remember is that metals do NOT have diffuse color. They only reflect, so you only need a specular color or a spec map. In most cases, specifying a diffuse_color of (0,0,0) will do.

Next thing to remember is that metals have pretty high specularity. In the current trunk's lighting model, spec color values in the range of 0.65 to 0.8 should give a very nice metallic shininess. Keep in mind that light energy conservation has been enabled in latest trunk. This means that if you set high specularity for your material, it will result in a relative reduction in diffuse colors, so that the total energy emitted from the material does not exceed the energy received from the light source.

Keep also in mind that the current light model allows the construction of materials that should theoretically be impossible. Setting an intense diffuse color together with a high spec oolor is allowed, but the result will look very weird. Check out the thargons in the latest trunk, they use this kind of impossibility. But it's aliens, so we're fine with it.

Here is one more pic of ghagostinho's AspII done in latest trunk:
Image

using this definition for the hull material:

Code: Select all

materials =
{
	"Hull" =
	{
		diffuse_map = "gsagostinho_asp_mk2_blue_white.png"; 
		gloss = 0.675;
		specular_color = (0.8, 0.8, 0.8);
		shininess = 35;
		emission_map = "gsagostinho_asp_mk2_emission.png";
		normal_map = "gsagostinho_asp_mk2_black_normal.png";
	};
[...] rest of materials	
And here is the same ship, but this time with gold metal hull:
Image

This time, the definition is this:

Code: Select all

"Hull" =
{
	diffuse_map = "";
	diffuse_color = (0.0, 0.0, 0.0);
	gloss = 0.675;
	specular_color = (1.0, 0.766, 0.336);
	shininess = 35;
	emission_map = "gsagostinho_asp_mk2_emission.png";
	normal_map = "gsagostinho_asp_mk2_black_normal.png";
};
And finally, what it normally looks like, with a metal-hull-with-paint-coating look:
Image
and the definition:

Code: Select all

"Hull" =
{
	diffuse_map = "gsagostinho_asp_mk2_blue_white.png"; 
	gloss = 0.675;
	specular_color = (0.08, 0.08, 0.08);
	shininess = 35;
	emission_map = "gsagostinho_asp_mk2_emission.png";
	normal_map = "gsagostinho_asp_mk2_black_normal.png";
};


You can experiment with gloss, specular_color and diffuse_color values and see how combining those leads to different materials. Note that "shininess" is not really a thing anymore, unless you switch the default shader to the Blinn-Phong model.
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cbr
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Re: Screenshots

Post by cbr »

Bleeding edge prototype boa on oolite-trunk :) :) :)

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with shader from here https://bb.oolite.space/viewtopic.php?f= ... 05#p264639

(why are all my griff shadery goods so purple?)
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Re: Screenshots

Post by Cody »

Image Image


Purple is cool!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Screenshots

Post by another_commander »

Vanilla trunk, with very slightly modified Dodo materials.

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