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Re: Screenshots

Posted: Fri Aug 17, 2018 4:50 pm
by cbr
Shininess did the trick...

Would it also be possible to have this effect only applied to certain parts of the model via a texture/mask?

Here i have a simulated example ( i blended a regular mkiii over a metalic one )

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Re: Screenshots

Posted: Fri Aug 17, 2018 8:16 pm
by another_commander
cbr wrote:
Fri Aug 17, 2018 4:50 pm
Would it also be possible to have this effect only applied to certain parts of the model via a texture/mask?
You should be able to achieve this by using a shininess texture in the specular map's alpha channel, where you set the shininess to low (dark) values and keep it high (light values) in the parts you want to show as metallic. The diffuse (albedo) map will have to be tampered with too, because metal surfaces should have a black diffuse color and the specular map will have to be adjusted because the metallic parts need to have the correct specular color for the metal of choice.

Note also that in the game's default shader the value of the shininess map corresponding to white (1.0 grayscale) is the value you set for shininess in your shader material definition. If you set a shininess of 100 in the shader material definition, then white will correspond to shininess 100, but if your definition has shininess of 50, then white in the shininess map will be the value 50.

Re: Screenshots

Posted: Sat Aug 18, 2018 8:41 pm
by another_commander
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Re: Screenshots

Posted: Sat Aug 18, 2018 10:07 pm
by Griff
oh boy that is amazing! so shiny!

Re: Screenshots

Posted: Sun Aug 19, 2018 11:59 pm
by cbr

Re: Screenshots

Posted: Wed Aug 22, 2018 2:20 pm
by gsagostinho
These new ice asteroids look stunning!!

Re: Screenshots

Posted: Wed Aug 22, 2018 9:01 pm
by another_commander
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Re: Screenshots

Posted: Sun Aug 26, 2018 9:08 am
by Cody
another_commander wrote:
Thu Aug 16, 2018 7:38 pm
One more metallic Cobra variant: Chrome, lit under yellow and white colored suns.

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That chrome skin would look cool on Griff's late-model Cobra Mk III <sighs>

Re: Screenshots

Posted: Sun Aug 26, 2018 1:27 pm
by Griff
@Cody, I've had a go at trying to put the new specular code into the oxp
https://app.box.com/s/daotrj9kwmbofrfoqh8x9yepr8bx8rwx
it's shaders only though for the moment, i'm not quite sure how to do the materials stuff that A_C is using in these amazing examples
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hmm, looking at that it seems the decals are a bit glowy :shock:

Re: Screenshots

Posted: Sun Aug 26, 2018 1:49 pm
by Cody
Muchas gracias, Griff - so far, so good:

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Griff wrote:
Sun Aug 26, 2018 1:27 pm
... i'm not quite sure how to do the materials stuff that A_C is using in these amazing examples...
Admiral...

Re: Screenshots

Posted: Sun Aug 26, 2018 7:07 pm
by Commander_X
Griff wrote:
Sun Aug 26, 2018 1:27 pm
hmm, looking at that it seems the decals are a bit glowy :shock:
... Personal opinion -- that wouldn't be at all undesired -- so it could be a feature (at least for some people). It should also be even greater if ... "controllable" (at least on/off).

Re: Screenshots

Posted: Sun Aug 26, 2018 7:24 pm
by another_commander
Cody wrote:
Sun Aug 26, 2018 1:49 pm
Griff wrote:
Sun Aug 26, 2018 1:27 pm
... i'm not quite sure how to do the materials stuff that A_C is using in these amazing examples...
Admiral...
Hello :-)

To make metal materials, the important thing to remember is that metals do NOT have diffuse color. They only reflect, so you only need a specular color or a spec map. In most cases, specifying a diffuse_color of (0,0,0) will do.

Next thing to remember is that metals have pretty high specularity. In the current trunk's lighting model, spec color values in the range of 0.65 to 0.8 should give a very nice metallic shininess. Keep in mind that light energy conservation has been enabled in latest trunk. This means that if you set high specularity for your material, it will result in a relative reduction in diffuse colors, so that the total energy emitted from the material does not exceed the energy received from the light source.

Keep also in mind that the current light model allows the construction of materials that should theoretically be impossible. Setting an intense diffuse color together with a high spec oolor is allowed, but the result will look very weird. Check out the thargons in the latest trunk, they use this kind of impossibility. But it's aliens, so we're fine with it.

Here is one more pic of ghagostinho's AspII done in latest trunk:
Image

using this definition for the hull material:

Code: Select all

materials =
{
	"Hull" =
	{
		diffuse_map = "gsagostinho_asp_mk2_blue_white.png"; 
		gloss = 0.675;
		specular_color = (0.8, 0.8, 0.8);
		shininess = 35;
		emission_map = "gsagostinho_asp_mk2_emission.png";
		normal_map = "gsagostinho_asp_mk2_black_normal.png";
	};
[...] rest of materials	
And here is the same ship, but this time with gold metal hull:
Image

This time, the definition is this:

Code: Select all

"Hull" =
{
	diffuse_map = "";
	diffuse_color = (0.0, 0.0, 0.0);
	gloss = 0.675;
	specular_color = (1.0, 0.766, 0.336);
	shininess = 35;
	emission_map = "gsagostinho_asp_mk2_emission.png";
	normal_map = "gsagostinho_asp_mk2_black_normal.png";
};
And finally, what it normally looks like, with a metal-hull-with-paint-coating look:
Image
and the definition:

Code: Select all

"Hull" =
{
	diffuse_map = "gsagostinho_asp_mk2_blue_white.png"; 
	gloss = 0.675;
	specular_color = (0.08, 0.08, 0.08);
	shininess = 35;
	emission_map = "gsagostinho_asp_mk2_emission.png";
	normal_map = "gsagostinho_asp_mk2_black_normal.png";
};


You can experiment with gloss, specular_color and diffuse_color values and see how combining those leads to different materials. Note that "shininess" is not really a thing anymore, unless you switch the default shader to the Blinn-Phong model.

Re: Screenshots

Posted: Tue Aug 28, 2018 9:56 pm
by cbr
Bleeding edge prototype boa on oolite-trunk :) :) :)

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with shader from here http://aegidian.org/bb/viewtopic.php?f= ... 05#p264639

(why are all my griff shadery goods so purple?)

Re: Screenshots

Posted: Tue Aug 28, 2018 10:07 pm
by Cody
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Purple is cool!

Re: Screenshots

Posted: Sun Sep 02, 2018 4:49 pm
by another_commander
Vanilla trunk, with very slightly modified Dodo materials.

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