1. it gives the model a metallic look (and 90% of the models are metallic!!!)
2. it gives the model _depth_ (esp. when it or the camera moves)
SO GUYS USE THE GREEN CHANNEL IN TEXTURE2!!! it is even more important than a good tex1!
Moderators: MR.D, Moderators
Cool! Have you thought of incorporating different resolutions into different channels of the image? I'm guessing you are using greyscale anyway. Its common to store multiple octaves of noise in different channels of an RGBA image.jK wrote:it's a detalmap shader, so no additional uv map. It's just the stock renderer with ~4 additional lines that splat the detailmap across the texture (in 2 different resolutions to reduce repetition). It mixes it minor into the diffuse color and heavily into the specular reflection term.Beherith wrote:Mmm detail shader, tell me more :)
I would especially like to know if you are using a second set of UVs for it or if youre just wrapping a texture on it.
Putting multiple detailmaps into the other channels would be possible, but putting octaves into them doesn't make sense -> it won't save you from fetching the texture multiple times. Cause i.e. in R channel you got fullres texture, in G you put 50% shrunk one (2x2), and in B you do it another time (4x4). The problem is now that all these ocatves share their repetition `borders`, so when the full octave repeats all other do to -> this becomes visible to the eye. So you won't prevent the repetition effect this way. The only way is to use octaves != NPOT -> e.g. fetch the tex ones with detailTexCoord.xy * 0.5 and another time with detailTexCoord.xy * 0.333Beherith wrote:Cool! Have you thought of incorporating different resolutions into different channels of the image? I'm guessing you are using greyscale anyway. Its common to store multiple octaves of noise in different channels of an RGBA image.
underestimation cause there are less map featuressmoth wrote:90% seems like a wild exaggeration
isnt that the case even without an extra gadget?Forboding Angel wrote:Better idea is to use a little gadget that separates green form blue though so that you can control specular independently from reflections.
Not as far as I know.LordMuffe wrote:isnt that the case even without an extra gadget?Forboding Angel wrote:Better idea is to use a little gadget that separates green form blue though so that you can control specular independently from reflections.
Unfortunately it doesn't seem there are any lua controls over sun direction either. Oh well.depending on the map's sun the specular may not be seen at all
2 years ago this would have been true, but since then, mappers have been doing a good job with lighting for the most part.smoth wrote:This is true but depending on the map's sun the specular may not be seen at all. One of the biggest problems is that spring map makers largely do shit jobs with lighting and sky resuting in orange reflections etc (tabula etc) or don't consider lighting at all(tons of spring maps).