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milton, the zip is empty!Lol....i've done that before! No worries, whenever you have the time. Cheers!
Milton, one last request...any chance to increase the roundness of the fuselage? Currently it is very optimized! even just a little more poly's in the circular shape with help in the bump map not looking so boxy...if not, no worries. I like what is happening. It's transforming nicely now. Started to get dialed in in my work.
Yes it is. In fact speaking of fresnel. If you want to. again, this is your baby, if you add a unique canopy fresnel such as "Fresnel_Canopy.dds" then all that glass could technically have it's own variations aside from specular where if multiple color bands are used in one fresnel you can get off angle color changes like those seen in aging or heat distorted older plexiglass...anyhoo...not needed but just good for thought. Thanks Milton!
Perfect I would just leave it then. Sometimes less is more? I actually really like the look of your glass as is. However...food for thought: with all 3 Fresnel modes selected what happens is that none are isolated so it creates a blending. However in this case how you have it setup looks great. I would not mess with it. Does the glass have a specular? We could make it possible to have scratches and smudges...niw that would be just more ismmerssive IMO...
Ok quick question/observation. I just noticed that the glass specular is the same file name as the diffuse? I think that will negate our ability to place a custom specular texture (like smudges for instance) without a discrete specular file name referencing it's own texture file.
Only the specular color name is the same; the specular level is different.
That allows the specular color to pick up the diffuse colors.
The specular level is a different name allowing you to treat the level independent of the color.
Edit: I am new to these FSX material setups so I am just doing what I think is best based on the SDK and what others have done. So, I am open to suggestions.
EDIT2: If you look at the attachments from posts 131 and 133, you will also notice there are scalars for reflectivity and specular. Those may be adjusted as well.
EDIT3: I should also mention that the windows, turret and plexiglas have the material generally applied, not individually mapped.
No problem Milton. I wouldn't change your sliders for for reflectivity or specular. I would leave them as is.
1. The way you have them setup is good. It allows the alpha channel to control it. Which IMHO is better. This gives the painter the most control over what happens.
2. So, the newer FSX material abilities, allows us to use a discrete specular texture rather than simply adjusting the main diffuse texture. Just like the main textures have specular textures, you can also assign the glass materials and specular texture altogether. This is where I would put smudges, scratches etc. if I wanted that look. No worries that it's applied generally and not mapped (because it's glass, externals should be mapped for nest results) just give it it's own file name ie: "canopy_glass_spec.dds" we can still create smudges etc. Mapped is always better, but if it's too much trouble this will work as well. only becaue it's glass and not a specific shaped part.
Either way, if you decide to do, that's how I would, if you don't, that's fine too.![]()