• There seems to be an uptick in Political comments in recent months. Those of us who are long time members of the site know that Political and Religious content has been banned for years. Nothing has changed. Please leave all political and religious comments out of the forums.

    If you recently joined the forums you were not presented with this restriction in the terms of service. This was due to a conversion error when we went from vBulletin to Xenforo. We have updated our terms of service to reflect these corrections.

    Please note any post refering to a politician will be considered political even if it is intended to be humor. Our experience is these topics have a way of dividing the forums and causing deep resentment among members. It is a poison to the community. We appreciate compliance with the rules.

    The Staff of SOH

  • Server side Maintenance is done. We still have an update to the forum software to run but that one will have to wait for a better time.

Specular maps in FSX

falcon409

SOH-CM-2025
Thanks to Anthony, I finally have a more or less firm grasp on creating "bump maps". Now, on to specular maps. The ones I have looked at, from payware aircraft, simply appear to be grayscale versions of the original texture with a corresponding alpha (and by corresponding, I mean an identical version (grayscale)). Others are much simpler and seem to employ a very simple 75% gray with an alpha. Anyone care to comment further on how this is correct or not correct? Thanks!
 
The RGB channels specify the "color" of the specular highlights. They need not be only "shades of gray." You can add a bit of 'yellow' to simulate sunshine if you like.

The Alpha channel defines the focus of the specular highlighting, that is whether they are "spread out" or "tightly focused."

The strength of Specular and other options are set in the model itself based on the FSX Material properties the modeler has set up, which of course cannot be changed by any third-party.

Unfortunately, in far to many cases the modeler's aren't really all that proficient in setting up the FSX Material properties correctly...

There is an interactive graphic in the FSX SDK that provides full details on how the various options are affected in the sim.
 
So it appears that unless you know for a fact that the material properties have been set up properly, a spec map is pretty much useless and a similar effect could be derived by simply adding a light gray alpha to the main texture? Also, and excuse me for sounding unappreciative here, lol, but it seems that for the average simmer (you decide what that is amongst yourselves), the nuances of a spec map are pretty much lost on a lot of us. Unless I spend a whole lot of time doing walkarounds of my airplanes, either on the ground or in the air and oooohing and aaaaahing at how the light catches the afternoon sun (and I do neither), whether it's "shiny or dull" in certain places is of little concern when flying from the VC.

Please understand that for those who appreciate this sort of thing. . .great. . .and for those developers who spend the time to get it right, again. . .great. I have quite a few payware airplanes, spent a lot of money on them and I'm glad I have them. . .all of them have a spec map attached to them. I have quite a few freeware aircraft, also very appreciative of the hardworking developers who took the time and care to produce beautiful airplanes. . .those also have spec maps. At the end of the day, what I remember about each airplane as I finish flying and park them is that they were shiny. . .nothing more. I realize it's wonderful technology to be able to play with the lighting and have varying colors wash over the wings and fuselage based on how one toys with the specular mapping. Great stuff, no doubt. But what I come away with is that for me and any repaints I'll do from this point on, if I even attach a spec map, it'll be a 75% solid gray texture with alpha, but in most cases I'll simply add an alpha to the main textures and go about my day quite content, lol.:salute:
 
the FSX Material properties the modeler has set up, which of course cannot be changed by any third-party.
It can be done with programs such as MDLMatX or ModelConevrterX, but of course require the original author permission.
 
If you want to see what can be done with spec maps, look at the green R-22 that comes with FSX.
It seems that the R-22 was mentioned as an example in another link I found while "Googling" "spec maps". I think the ability to tweak colors and intensities and all that is great, really do (never have flown the R-22 or even loaded it in the sim), but at the end of the day I load an airplane, it puts me directly in the VC and I fly. Sometimes, if the urge hits me I'll go to an external view and take a few shots, then right back into the VC. I may be the only one who doesn't get all giddy over all the specular shines and bump mapping, or maybe there are others, who knows? I'm happy that I finally understand bump maps and can produce one if the need arises (light maps, night textures as well). Specular maps are something I don't see in my future, sorry.
 
So it appears that unless you know for a fact that the material properties have been set up properly, a spec map is pretty much useless and a similar effect could be derived by simply adding a light gray alpha to the main texture? Also, and excuse me for sounding unappreciative here, lol, but it seems that for the average simmer (you decide what that is amongst yourselves), the nuances of a spec map are pretty much lost on a lot of us. :

No.
You still have all the manipulation possibilities at hand by painting the RGB and alpha channels.
You may just end up making one spec map brighter or darker than you would with the other plane, and sometimes you may find to not have the desired manipulation range at hand.
As with many things FSX, "properly" has a wide range of possible definitions. :)
 
So it appears that unless you know for a fact that the material properties have been set up properly, a spec map is pretty much useless and a similar effect could be derived by simply adding a light gray alpha to the main texture?
Not at all!

The Alpha channel of the Diffuse Color texture (the main texture) may be used for one of two purposes:
  1. Transparency
  2. Environmental Reflections (which generally uses the default reflection cube map)

The Specular Color texture provides the color and focus of reflected light on the surfaces.

These are two very different things altogether.

In simpler terms:
  • The Diffuse texture reflects the environment like a mirror.
  • The Specular texture reflects the color of the ambient light, and the Alpha provides the focus.
As for the actual properties of the FSX Material, most modeler's simply use the default suggested values, so they are fairly predictable.

Some really spectacular effects are possible, such as the ChromaLusion Owen used for some of his Columbia 400 paints. ChromaLusion multi-effect paint features a dazzling change in color and contrast, right before your eyes!

View attachment 78138
 
Bonjour Falcon,

I'm probably not the most knowledgeable on the subject, having worked my way through trial and error most of the time, but I will submit some insight on the possibilities related to the use of the specular file... :kilroy:

I have been working on my first skin for Dave Garwood's gorgeous Mossie and still have not published my results as this is not an easy aircraft to dress up a bit, being the "wooden wonder" which by definition is not full of frills and details and was dressed up in the mattest textures available... :isadizzy:

So, I've been working my way around this obstacle by highlighting the limited amount of metal that is available (exhaust shrouds, heat shield behind those shrouds, spinner, most round or oblong covers on the wings or fuselage, outside cockpit spars) by adding some limited reflectivity and even giving the illusion of ribbing on the rudder through the use of added specularity only on that part.

But pictures being worth a thousand words, I'll cut short and submit the following...

Hope this helps or will get you going by experimenting for yourself.

I wish you the best for the New Year.

Fleurdelys
 
I build for CFS3 and specular shine has been an important part of the best skinners' efforts for the old girl. Fleurdelys, your previews remind me so much of the best efforts that you can post these skins as soon as you like, I want 'em for my FSX Mossie! :salute:
 
Bonjour Falcon. . . . . . . . . . .But pictures being worth a thousand words, I'll cut short and submit the following...
Hope this helps or will get you going by experimenting for yourself.
I wish you the best for the New Year.
Fleurdelys

Fleurdelys, thank you for taking the time to show the examples you included. I am simply going to submit that it is my opinion that specular shine and it's overall impact on a finished livery is "subjective". Looking over your images, I can see you have a talent for repainting beyond the normal "hacker" like myself. Having said that, I see so little difference in the before and after shots as to render them indistinguishable one from the other (aside from the obvious livery color differences of course). The ribbing is a nice effect, however I can produce the same right on the texture itself, to include rivets and panel lines that have the appearance of being raised without having a bump map.

I guess, unfortunately, I happen to be someone who is less than impressed with specular maps. I find it "much ado about nothing", however all is not lost. . .at least I have a rudimentary grasp of bump mapping and will continue to work in that area and hopefully produce some usable projects using that new-found magic wand.

Again, thanks for all the input and I consider this topic closed!:salute:
 
Back
Top