Outerra forum
User mods, screenshots & videos => Other => Topic started by: ddenn on August 05, 2012, 06:19:04 am
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I tried to make Cessna looks like it made of polished aluminum :
capture 1344160367 (http://www.youtube.com/watch?v=l-Of-loBBO8#)
Is this reflection texture procedural? I didn't find texture file.
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There's no reflection texture, it's algorithmic and later it will use environment map generated by the engine dynamically. However, the lighting in the video looks wrong, saturates. The reflectivity must be too big or something else is wrong there. Angrypig will need to have a look.
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Well, if that be of any help, what I did is changed default material values in the c172.matlib file to this ones:
{
"name" : "Cessna_EXT-material",
"diffuse" : "1.0,1.0,1.0,1.0",
"Ax" : "0.99",
"Ay" : "0.99",
"m" : "0.01",
"tex_diffuse" : "",
"tex_normal" : "Cessna_EXT_norm.dds",
"tex_env" : "",
"tex_opacity" : ""
},
Tried different settings too, result was even weirder
(http://img836.imageshack.us/img836/2699/screen1344167280.jpg)
I get that with these settings:
{
"name" : "Cessna_EXT-material",
"diffuse" : "1.0,1.0,1.0,1.0",
"Ax" : "0.66",
"Ay" : "0.66",
"m" : "0.55",
"tex_diffuse" : "",
"tex_normal" : "Cessna_EXT_norm.dds",
"tex_env" : "",
"tex_opacity" : ""
},
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i am working on it...
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There were a few bugs that was causing issues with metallic materials. I never tested any metallic material so thanks for report. :)
I think you were looking for something like this but this will look much better once real environment reflections be there.
(http://i.minus.com/jh92CLGiZAvDk.jpg) (http://minus.com/lh92CLGiZAvDk)
I used these material parameters:
{
"name" : "Cessna_EXT-material",
"diffuse" : "0.025,0.025,0.025,1.0",
"Ax" : "0.91",
"Ay" : "0.04",
"m" : "0.15",
"tex_diffuse" : "",
"tex_normal" : "",
"tex_env" : "",
"tex_opacity" : ""
},
- diffuse has to be very low or zero because metals don't have diffuse only reflections and diffuse reflection is usually caused by corrosion or impurities...
- Ax is reflectance and for usual material it should be in range 0.01-0.04 glass has ~0.08 and metals 0.3+
- Ay is not used so all our materials are isotropic, (performance reasons but may be i will implemented it later)
- m is surface roughness 0 means perfect mirror and 1 means mate material
It is possible to set Ax and m parameters through textures but this feature is not enabled yet. This will allow you to have more variations without raising draw calls count. In most cases texture with m is enough, it is similar to specular in alpha channel used in other engines but this parameter is more physically accurate.
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Thanks, looks very good!
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im starting to tweak some materials now for a car i imported...my question:
Ax = reflectance
m = roughness
for me that is the same thing.
or is Ax = refraction?
modern materials often just use nd/ior and roughness to define reflection. with the roughness you get the "blurriness" between perfect mirror and lambertian and with the nd/ior you define the fresnel curve. a higher nd also defines the selfcoloring of a material e.g. high nd (like 20) high amount of reflection coloring like metals and low nd (like 3) for no colored reflection like plastics.
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Here is a short description of our material system
http://www.outerra.com/xtrac/index.fcgi/wiki/material (http://www.outerra.com/xtrac/index.fcgi/wiki/material)
We will add more complex tutorial later...
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Thank you for the info Angrypig!
Marko
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I should actually put this here, I had posted elsewhere but this seems more suitable
(http://i.minus.com/i5WwOQtWHT8L9.jpg)
(http://i.minus.com/ib1MSZb0IcH4ea.jpg)
This chrome looks quite amazing even without the env maps.
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These metallic materials look pretty cool - can't wait 'til they look really cool, when OT is handling it properly. But even by now and already:
Looking very good!
Nice planes here as well!
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Here is a short description of our material system
http://www.outerra.com/xtrac/index.fcgi/wiki/material (http://www.outerra.com/xtrac/index.fcgi/wiki/material)
We will add more complex tutorial later...
Looks like the file is unavailable.
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Some parts were apparently renamed when we moved the tracker/wiki
http://xtrac.outerraworld.com/trac.fcgi/wiki/material (http://xtrac.outerraworld.com/trac.fcgi/wiki/material)
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Thanks, I might just tack it into a document for my offline reference.