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Car. Material properties
12-04-2010, 07:05 PM,
#12
 
portets Wrote:am i right in saying that, after the deferred rendering refactor, the green and red channels never got separated?

making a misc-1 blue or green does nothing. red causes gloss and metallic.

That's true, the deferred rendering rewrite changed the lighting model being used. The lighting model takes a specular color and specular exponent (shininess), so I think the best change here is to go with a specular map where the specular color is in RGB and the exponent is in A. However, this requires adjusting all of the existing miscmap textures....
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Messages In This Thread
Car. Material properties - by Surzh - 11-27-2010, 09:18 PM
[No subject] - by NaN - 11-28-2010, 04:38 AM
[No subject] - by portets - 11-28-2010, 05:03 AM
[No subject] - by NaN - 11-28-2010, 05:29 AM
[No subject] - by fudje - 11-28-2010, 11:54 AM
[No subject] - by NaN - 11-28-2010, 12:06 PM
[No subject] - by portets - 11-28-2010, 07:31 PM
[No subject] - by fudje - 11-29-2010, 04:45 AM
[No subject] - by NaN - 11-29-2010, 06:57 AM
[No subject] - by portets - 11-29-2010, 07:47 AM
[No subject] - by fudje - 11-29-2010, 11:06 PM
[No subject] - by joevenzon_phpbb2_import3 - 12-04-2010, 07:05 PM

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