
MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jun 17, 2016 03:35 PM
Msg. 1 of 8
Make sure your normal map is about 50% transparent or else detail normals will not show.
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Alexis
Joined: Nov 22, 2010
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Posted: Jun 17, 2016 03:47 PM
Msg. 2 of 8
Quote: --- Original message by: HyperSean Make sure your normal map is about 50% transparent or else detail normals will not show. Quote: --- Original message by: LegitGameReviews 66% actually. But that only really makes one detail normal work (it seems), not the second. -66% and/or 33%, actually. This allows you to have two separate detail normals if you were to hand paint your mask. So, instead of 100% and 0% being your mask values, it's 66% and 33%. I usually just fill the whole channel with 33%, then mask in 66%. -For reflections, they are masked via the Multipurpose's blue channel. If you don't have that, you'll lose your reflections. -The OS specularity settings are named a bit too technically. Here's a quick breakdown: Specular Coefficient is how bright the reflected highlight is. Higher Value = Brighter highlight. Specular Exponent is how wide the highlight is. Higher value = smaller highlight. Pay attention to these values. They should work together. If you have a really bright highlight, the size of the highlight should be very small. If you have a dull highlight, the size should be set larger. Edited by Alexis on Jun 17, 2016 at 04:02 PM
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savinpvtmike
Joined: Apr 18, 2010
It's heavily inserted
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Posted: Jun 17, 2016 04:01 PM
Msg. 3 of 8
Quote: --- Original message by: HyperSean Make sure your normal map is about 50% transparent or else detail normals will not show. i did not know that 
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Alexis
Joined: Nov 22, 2010
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Posted: Jun 17, 2016 04:03 PM
Msg. 4 of 8
Hypersean is mistaken. It's 66% and/or 33%
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Alexis
Joined: Nov 22, 2010
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Posted: Jun 17, 2016 04:13 PM
Msg. 5 of 8
Quote: --- Original message by: LegitGameReviews
I tested a few things. Alexis, you are correct about the blending and specular. Thank you. But the reflections still don't want to work. Multi or not. I had the shader set up with reflections working just fine, then added bump mapping, and boom. No more reflections. Edited by LegitGameReviews on Jun 17, 2016 at 04:10 PM Can you post a screenshot of your shader tag? The full tag, if you would. I would imagine you need to set your parallel and perpendicular brightness settings for the OS extension. Edited by Alexis on Jun 17, 2016 at 04:14 PM
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jun 17, 2016 04:23 PM
Msg. 6 of 8
Wow I'm stupid, thanks Alexis!
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Alexis
Joined: Nov 22, 2010
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Posted: Jun 17, 2016 04:45 PM
Msg. 7 of 8
Quote: --- Original message by: LegitGameReviews You are absolutely correct. The reflections won't work unless you give it specular tint override. Why that's the case doesn't make sense to me, but whatever.
I guess that pretty much covers everything. Thanks man. Basically, the override disables the old reflection color settings at the bottom of the tag if you enable the shader_model extensions. This is probably to allow you to make a non-os compatible shader_model if you plan on compiling a .map. So, make sure to set both up - even if you set them up identically. Along with specular tint. using black as your tint value will disable that specular color.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jun 17, 2016 04:50 PM
Msg. 8 of 8
/archive
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