Blender shaders and materials

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abasstreppas
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Re: Blender shaders and materials

#11 Post by abasstreppas » 10 May 2015 14:51

I'll better ask a couple of questions to...
  • What is the differences in using tsnmap and tsnmapuv, is it only for truckpaint of does it have other possibilities?
  • I've mostly been using tsnmap16 in your old Blender plugin as I thought it was the latest/best, so what is the pros and cons between regular tsnmap and tsnmap16?
  • Will there be a normal map shader for glass? (just imagine how cool that would be 8-) )
  • What exactly does indenv do?
Take care :)
Last edited by abasstreppas on 10 May 2015 14:59, edited 1 time in total.
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ohaha
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Re: Blender shaders and materials

#12 Post by ohaha » 10 May 2015 14:55

tsnmapuv tells the game that the base texture (ao) uses a different uv map than the bump (nmap) texture.
can't say anything about the other stuff...

anyway, if I try setting UVMap.001 on the second texture it also changes the first one :? no clue how to fix it...
Retired, but still loving it.

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50keda
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Re: Blender shaders and materials

#13 Post by 50keda » 10 May 2015 15:33

1. Difference between tsnmap and tsnmapuv qouted from blender tools wiki:
- "dif.spec.tsnmap" - same as "dif.spec" with extra texture defining normal maps. Both textures are using same UV layer. -> base texture and normal maps uses same uv layer; that's wgy ohaha had problems to use different uv's with this shader ;)
- "dif.spec.tsnmapuv" - same as "dif.spec" with extra texture defining normal maps using it's own UV layer. -> separate uv layer for normal maps

2. Difference between tsnmap and tsnmap16 is in image depth. Tsnmap uses normal 8-bit color depth per color channel, tsnmap16 uses 16-bit color depth per color channel ;)
But I advise you to use 8 bit images the texture is smaller and you don't really need that good bit depth in most cases ;)

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ohaha
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Re: Blender shaders and materials

#14 Post by ohaha » 10 May 2015 18:07

meaning I have to wait until the shader presets list gets updated... :)
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50keda
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Re: Blender shaders and materials

#15 Post by 50keda » 10 May 2015 20:34

..and it wont take long, as you can see wiki is already updated for new version ;)

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ohaha
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Re: Blender shaders and materials

#16 Post by ohaha » 12 May 2015 21:25

Thanks for the new release, 50k! :)
Time to get busy learning your ways. Your new ways, anyways :D

If we're at it, how about truckpaint effect? How can I add it?
I see there is a simple paint effect, in there, and I can live with it, for a while, but truckpaint uses alternate_uvset. What's the TexCoord for that, if it's implemented, of course?
I saw that nmap in tsnmapuv got 6 and I'm completely lost :D
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50keda
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Re: Blender shaders and materials

#17 Post by 50keda » 13 May 2015 21:01

@ohaha: yes texcoord is totally shader dependent so I would have to take a look into it ;) But anyway truckpaint will be in next release I hope ;)

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Pumizo
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Re: Blender shaders and materials

#18 Post by Pumizo » 30 Aug 2016 07:38

Sorry to bump such an old topic, but I think this is a relevant question for several people having the same doubts.

I've been modeling stuff for years and game conversions were always a "second line" option and not a main objective. Since the Haulin days that most of my models were converted by others and I didn't worried in learning. However, since the Blender2SCS and SCS Blender Tools add-ons releases, we finally have the option to complete the whole process (modeling+convert) on the same professional good piece of FREE software.

One of the things that I need to improve is the material and shading setups in Blender and it's always a pain to decide which one is the best and properly indicated for each material. Another difficult part is to know if material A or B is missing some settings or definitions. I know that there's a list on the SCS wiki (thank god for that) but IMHO it doesn't mention clear and good examples of where they should be used.

- So the main question here is if anyone has a list of the main (and most used) SCS shaders and where they should be used?
- What is the best shader for the Cabin/Trailer painted parts?
- What is the best shader for Non Painted Plastic (non shinning/reflective) parts?
- What is the best shader for Metallic Chrome part?

I appreciate a lot if anyone can advise on this matter. :mrgreen:
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SimulatorSam
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Re: Blender shaders and materials

#19 Post by SimulatorSam » 30 Aug 2016 07:48

Pumizo, myself personally, I used mwl4's ConverterPix to convert binary models to middle formats and then I'd import a model and look at its materials. For example, if I was making a company dock and wanted to know the settings for the ground texture, I'd just import a converted company dock and see its material settings. It's also what I did before BT using B2SCS, I didn't know what I was doing. :lol:

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abasstreppas
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Re: Blender shaders and materials

#20 Post by abasstreppas » 30 Aug 2016 13:37

I have always wanted a shader-wiki too. Of c you can always do the trial and error process, but it's really time consuming to test it in all weather/day cycle conditions in game. Maybe we should start a topic here on this forum :roll:

Even if this is slight of topic in this thread, I'll try to give you my basic settings:

Chrome:

Code: Select all

material : "eut2.dif.spec.add.env.fx" {
	texture[0] : "/vehicle/truck/upgrade/hella/textures/body_chrome.tobj"
	texture_name[0] : "texture_base"
	texture[1] : "/material/environment/vehicle_reflection.tobj"
	texture_name[1] : "texture_reflection"
	shininess : 95
	add_ambient : 0
	diffuse : { 1.2 , 1.2 , 1.2 }
	specular : { 1.2 , 1.2 , 1.2 }
	env_factor : { 0.727412 , 0.727412 , 0.727412 }
	reflection : 0
	fresnel : { 0.9 , 0.1 }
}
Texture: R=70, G=70, B=70, A=250-255 (if you have an AO, put the grey texture over it and set it to multiply. Also the brighter the alpha is the more "white" the chrome looks)
Vertex paint in Blender: R=0.15, G=0.15, B=0.15


Plastic:

Code: Select all

material : "eut2.dif.spec.fx" {
	texture[0] : "/vehicle/truck/upgrade/smalllight/textures/black.tobj"
	texture_name[0] : "texture_base"
	add_ambient : 0
	diffuse : { 1.0 , 1.0 , 1.0 }
	reflection : 0
	shininess : 20
	specular : { 0.1 , 0.1 , 0.1 }
}
Texture: Almost black, like R=10, G=10, B=10 and add some "noise" filter and blur it. The alpha doesnt affect the texture that much, but I tend to keep it grey-ish.
Vertex paint in blender: R=0.4, G=0.4, B=0.4


Paint (shiny like truckpaint):

Code: Select all

material : "eut2.dif.spec.add.env.paint.fx" {
	texture[0] : "/vehicle/truck/upgrade/hella/textures/body_paint.tobj"
	texture_name[0] : "texture_base"
	texture[1] : "/material/environment/vehicle_reflection.tobj"
	texture_name[1] : "texture_reflection"
	add_ambient : 0
	diffuse : { 1 , 1 , 1 }
	shininess : 250
	specular : { 1.5 , 1.5 , 1.5 }
	env_factor : { 0.073239 , 0.073239 , 0.073239 }
	reflection : 0
	fresnel : { 0.2 , 0.9 }
}
Texture: For best look use an texture with AO, otherwise a pure white texture. Alpha should be white too.
Vertex paint in blender: R=0.4, G=0.4, B=0.4


Paint (more matte, like for trailer chassies etc):

Code: Select all

material : "eut2.dif.spec.add.env.paint.fx" {
	texture[0] : "/vehicle/wheel/steel_t/textures/bpw_hub.tobj"
	texture_name[0] : "texture_base"
	texture[1] : "/material/environment/vehicle_reflection.tobj"
	texture_name[1] : "texture_reflection"
	add_ambient : 0
	specular : { 0.460196 , 0.460196 , 0.460196 }
	diffuse : { 0.95 , 0.95 , 0.95 }
	shininess : 85
	reflection : 0
	env_factor : { 0.15 , 0.15 , 0.15 }
}
Texture: For best look use an texture with AO, otherwise a pure white texture. Alpha should be white too.
Vertex paint in blender: R=0.4, G=0.4, B=0.4
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