Screenshots
Moderators: winston, another_commander
Re: Screenshots
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 )
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 )
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- Quite Grand Sub-Admiral
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Re: Screenshots
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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- Griff
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Re: Screenshots
oh boy that is amazing! so shiny!
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
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Re: Screenshots
These new ice asteroids look stunning!!
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Re: Screenshots
That chrome skin would look cool on Griff's late-model Cobra Mk III <sighs>another_commander wrote: ↑Thu Aug 16, 2018 7:38 pmOne more metallic Cobra variant: Chrome, lit under yellow and white colored suns.
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!
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Screenshots
@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
hmm, looking at that it seems the decals are a bit glowy
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
hmm, looking at that it seems the decals are a bit glowy
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
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Re: Screenshots
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!
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Screenshots
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:
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
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 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.
Re: Screenshots
Bleeding edge prototype boa on oolite-trunk
with shader from here https://bb.oolite.space/viewtopic.php?f= ... 05#p264639
(why are all my griff shadery goods so purple?)
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
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!
And any survivors, their debts I will certainly pay. There's always a way!
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- Quite Grand Sub-Admiral
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Re: Screenshots
Vanilla trunk, with very slightly modified Dodo materials.