truckpaint material Reflection
- cnylex
- Posts: 57
- Joined: 30 May 2021 04:34
truckpaint material Reflection
how to reduce the reflection strength on truckpoint material? I change the specular parameter, but in the game the cockpit still reflects everything around it.
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ONURKULL
- Posts: 366
- Joined: 19 Oct 2015 14:01
- Location: Istanbul
Re: truckpaint material Reflection
You can do that with darker alpha
- cnylex
- Posts: 57
- Joined: 30 May 2021 04:34
Re: truckpaint material Reflection
for this I need to change the alpha of the ao cabin texture? or paintjob/empty texture?
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Dotec
- Posts: 1601
- Joined: 20 Dec 2012 15:52
- Location: Stuttgart, Germany
Re: truckpaint material Reflection
Doesn't work anymore
- cnylex
- Posts: 57
- Joined: 30 May 2021 04:34
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Dotec
- Posts: 1601
- Joined: 20 Dec 2012 15:52
- Location: Stuttgart, Germany
Re: truckpaint material Reflection
I wasn't able to reduce the reflection sadly.
I changed the alpha channel - nothing
I changed the specular settings - nothing
I changed the shininess settings - nothing
I changed the fresnel settings - nothing
I changed the Reflection to soft_reflection.tobj or brushed_reflection or fuzzy_reflection - turns out completely without any reflection. just matte.
For the alpha channel it's either full reflection or zero reflection. Something between? Nope.
@xXCARL1992Xx Did you notice that too?
I changed the alpha channel - nothing
I changed the specular settings - nothing
I changed the shininess settings - nothing
I changed the fresnel settings - nothing
I changed the Reflection to soft_reflection.tobj or brushed_reflection or fuzzy_reflection - turns out completely without any reflection. just matte.
For the alpha channel it's either full reflection or zero reflection. Something between? Nope.
@xXCARL1992Xx Did you notice that too?
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ONURKULL
- Posts: 366
- Joined: 19 Oct 2015 14:01
- Location: Istanbul
Re: truckpaint material Reflection
@Dotec Can we find something from shader nodes ?
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Dotec
- Posts: 1601
- Joined: 20 Dec 2012 15:52
- Location: Stuttgart, Germany
Re: truckpaint material Reflection
I tried that with eut2.truckpaint and eut2.truckpaint.tsnmapuv
Not sure what else I could try.
Not sure what else I could try.
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Stocki
- Posts: 182
- Joined: 21 Dec 2012 17:15
- Location: Schweinfurt
Re: truckpaint material Reflection
Hi, is there anything new on this topic?
I'm having a problem with a metallic paint where the reflection is just too strong. Unfortunately, I can't change it using the material.
I'm having a problem with a metallic paint where the reflection is just too strong. Unfortunately, I can't change it using the material.
My Life as a Trucker
[ external image ]
[ external image ]
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knox_xss
- Posts: 1975
- Joined: 20 Dec 2012 14:38
Re: truckpaint material Reflection
UPDATED
The degree of reflections can be controlled by the alpha channel level of the base texture.
Kenworth W900 as an example...
[ external image ] [ external image ] [ external image ] [ external image ]
The material is...
1st screen - ao_shared texture (alpha brightness = 100%, DEFAULT);
2nd screen - ao_shared texture (alpha = 60%);
3rd screen - ao_shared texture (alpha = 30%);
4nd screen - ao_shared texture (alpha = 0%).
The degree of reflections can be controlled by the alpha channel level of the base texture.
Kenworth W900 as an example...
[ external image ] [ external image ] [ external image ] [ external image ]
The material is...
Code: Select all
effect : "eut2.truckpaint.tsnmapuv.rfx" {
additional_ambient : 0.000000
diffuse : { 1.000000 , 1.000000 , 1.000000 }
fresnel : { 0.200000 , 0.900000 }
shininess : 250.000000
specular : { 1.000000 , 1.000000 , 1.000000 }
texture : "texture_base" {
source : "/vehicle/truck/kenworth_w900/ao_shared.tobj"
sampler : default
}
texture : "texture_nmap" {
source : "/vehicle/truck/kenworth_w900/normal.tobj"
sampler : default
}
texture : "texture_reflection" {
source : "/material/environment/vehicle_reflection.tobj"
mip_filter : none
u_address : clamp
v_address : clamp
w_address : clamp
}
}2nd screen - ao_shared texture (alpha = 60%);
3rd screen - ao_shared texture (alpha = 30%);
4nd screen - ao_shared texture (alpha = 0%).
Long way to Fuji starts with the first step!
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