I must readress this question to Leruster, he's the only one who can implement it. But Triceron just said in chat that it's probably not possible with the actual exporter.
Funny, on a still image it looks more like a mirror/chrome rather than a glass. Maybe add some sort of double-sided object on top of that cube with high opacity but at the same time with high spec value.
Besides that it's great :)
OR
go down with the strength on the displace material.
Yeah, I've animated strength parameter within Stand animation and can see how it works now.
Btw, don't you know how to make the glass look green, emerald-like? The material doesn't have any more parameters. Gonna try to put something inside.
Also, feel pretty interested, how will ribbons look with this material. Hope it's possible to apply it to them, gonna try tomorrow.
And another question:
Just imagine, I set strength to minimum and some way invert the vectors defined by normal map. Will this glass thing look like a true mirror? What do you think? (I would try it, but don't know how to invert normal map to make normal vectors be multiplied be -1 in terms of geometry).
Speculaarity driven light reflections look cool, but some metal surfaces would look better with mirror-like effect.
That's pretty awesome.... a real mirror would be mind blowing I mean what would we be looking back at in the editor?
It may be important for girl-mappers (if it's not a nonsence), they always need to check if they look pretty, so they coul jsut place a mirrored model and check their faces in it.
Also, tech unit could look prettier with mirrored bright metal surfaces. Also. race simulator kind of maps would use it as a rear view mirror. Whatever, just a concept.
@Zolden: Go
I think that If you put another object, slightly smaller or slightly bigger than the displace one (I'd go with slightly smaller) with opacity and green color in the diffuse layer it'd be a green glass :) I think the slightly smaller would do better since it would refract it also.
As for the reversing the normal vectors: just flip the normals of the model before you bake the normal map. I don't think it would work as a mirror though.
I suspect that the displace is some kind of screen space shader.
Alright, experimented with what you said and found out, that second model must be slightly smaller, but its priority must be higher. Also, its blend mode must be Add.
Don't know about the diffuse color, but I made it emit light with 0.1 emission factor and set Emissive Blend Type to Team Color Emissive. So, now the glass look team colored.
But I've got a possible glitch with specular map. I defined it as a simple white texture with black alpha. And checked the render alpha as team color. Expected to see specularity-driven reflections to be also team colored, but they are still white, as there wasn't 'render as team color' checked. Is it possible that it can be fixed? (still using the earlier version though)
So the alpha channel should be the specular power and the RGB portion should be the specular color.
Yes if we have "render alpha only" checkbox checked. But "render alpha as team color" probably should make alpha decide what proportion of team color is mixed with RGB color. So, the question is: can we use team color as a specular color, or specularity only uses RGB layer, and "render alpha as team color" intentionally doesn't affect specular color.
@Zolden: Go
I'll check out the water asset in that case. There's still one (at least I think that there is only one ;) ) material that is not supported by the exporter.
Just a couple more turrets I made today for a new map. One of them made of that colorful glass material. Another one is an attempt to create a nice looking texture.
Checked a vid, but didn't get what is it about...something about light... maybe the light environment lighten the models wiith? Maybe i'll dig deeper into it one day...
And there is another turret, with more logical texture - colorful feathers for birdy looking gun and chicken footprints for the base :)
Well, dunno how come I end up making Angry birds looking turret, never intened it, and was wondered myself :)
And there is another turret I just made. Used another way to generate the normal map - from diffuse via Nvidia plugin, thnx to Triceron again for assistance.
The mesh looks good for the barrel but the upper part should have a different texture. Also just from a reality point of view the long thin pillar holding such fire power looks off. Use a more entrenched force distributing looking base.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
How goes the terrain conforming legs eg colossus like?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I must readress this question to Leruster, he's the only one who can implement it. But Triceron just said in chat that it's probably not possible with the actual exporter.
@Zolden: Go
Actually you could try with the version you have :) You can set the "Enable IK" flag using new M3 - Bones tools utility.
Just made an attempt to create a glass looking material, and it's appeared to be pretty easy.
Displace material type uses 2 maps: normal and strength. Both are normal actually.
So, I created a cube, generated a normal map for it, put it to the material and in the editor it looks like this:
Funny, on a still image it looks more like a mirror/chrome rather than a glass. Maybe add some sort of double-sided object on top of that cube with high opacity but at the same time with high spec value. Besides that it's great :)
OR
go down with the strength on the displace material.
@Leruster: Go
Yeah, I've animated strength parameter within Stand animation and can see how it works now.
Btw, don't you know how to make the glass look green, emerald-like? The material doesn't have any more parameters. Gonna try to put something inside.
Also, feel pretty interested, how will ribbons look with this material. Hope it's possible to apply it to them, gonna try tomorrow.
And another question:
Just imagine, I set strength to minimum and some way invert the vectors defined by normal map. Will this glass thing look like a true mirror? What do you think? (I would try it, but don't know how to invert normal map to make normal vectors be multiplied be -1 in terms of geometry).
Speculaarity driven light reflections look cool, but some metal surfaces would look better with mirror-like effect.
@Zolden: Go
That's pretty awesome.... a real mirror would be mind blowing I mean what would we be looking back at in the editor?
It may be important for girl-mappers (if it's not a nonsence), they always need to check if they look pretty, so they coul jsut place a mirrored model and check their faces in it.
Also, tech unit could look prettier with mirrored bright metal surfaces. Also. race simulator kind of maps would use it as a rear view mirror. Whatever, just a concept.
@Zolden: Go I think that If you put another object, slightly smaller or slightly bigger than the displace one (I'd go with slightly smaller) with opacity and green color in the diffuse layer it'd be a green glass :) I think the slightly smaller would do better since it would refract it also.
As for the reversing the normal vectors: just flip the normals of the model before you bake the normal map. I don't think it would work as a mirror though. I suspect that the displace is some kind of screen space shader.
@Leruster: Go
Alright, experimented with what you said and found out, that second model must be slightly smaller, but its priority must be higher. Also, its blend mode must be Add.
Don't know about the diffuse color, but I made it emit light with 0.1 emission factor and set Emissive Blend Type to Team Color Emissive. So, now the glass look team colored.
But I've got a possible glitch with specular map. I defined it as a simple white texture with black alpha. And checked the render alpha as team color. Expected to see specularity-driven reflections to be also team colored, but they are still white, as there wasn't 'render as team color' checked. Is it possible that it can be fixed? (still using the earlier version though)
@Zolden: Go
So the alpha channel should be the specular power and the RGB portion should be the specular color.
Yes if we have "render alpha only" checkbox checked. But "render alpha as team color" probably should make alpha decide what proportion of team color is mixed with RGB color. So, the question is: can we use team color as a specular color, or specularity only uses RGB layer, and "render alpha as team color" intentionally doesn't affect specular color.
You right. Experimented with a simple plane with 1 perpendicular normal vector and played with strength. It's nothing, but a screen space shader.
But still water can mirror objects. Can we somehow put its mirroring ability to non-terrain material?
@Zolden: Go I'll check out the water asset in that case. There's still one (at least I think that there is only one ;) ) material that is not supported by the exporter.
Just a couple more turrets I made today for a new map. One of them made of that colorful glass material. Another one is an attempt to create a nice looking texture.
Second one has an odd choice of textures. Snake bottom stain glass middle and xel naga sides. Nice use of the cloak type visual on the first though.
Nice mirror. Just need to add the glass diffuse to it and maybe a sheen from an Enviro Mask?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Checked a vid, but didn't get what is it about...something about light... maybe the light environment lighten the models wiith? Maybe i'll dig deeper into it one day...
And there is another turret, with more logical texture - colorful feathers for birdy looking gun and chicken footprints for the base :)
@Zolden: Go
Very Angry Birds.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Well, dunno how come I end up making Angry birds looking turret, never intened it, and was wondered myself :)
And there is another turret I just made. Used another way to generate the normal map - from diffuse via Nvidia plugin, thnx to Triceron again for assistance.
The mesh looks good for the barrel but the upper part should have a different texture. Also just from a reality point of view the long thin pillar holding such fire power looks off. Use a more entrenched force distributing looking base.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg