Fresnel and reflections on glass should work on the same principle as on opaque reflective surfaces. The intensity of reflection (fresnel.a and reflection.a) is what darkens the underlying surface, not the color of the reflection. Also, making glass opaque at low angles (using fresnel.a)...
This seems to work well. As the reflectivity and fresnel increase, so does the opacity.
#if defined(_ENVMAP) || defined(_GLASS)
cTex.a = saturate(cTex.a + cRefl.a); // Re-compute output alpha for alpha blending stage
#endif
Here's a visual effect I'm trying for sun glare on...
And this is a fix of the fix. This corrects a mistake I made- full reflection would cancel out any specular reflection. Again, I don't know if the fix breaks the instruction limit, but here it is anyway.
// float3 cTot = cSpec.rgb * (frg.spec.rgb + s * gSun.specular.rgb);
float4 cFres...
I found that specular highlights have been overpowering the Fresnel reflections. This is a fix. I don't know if it breaks the instruction limit, though. It's relatively minor issue, so if it breaks it, it isn't that important.
// float3 cTot = cSpec.rgb * (frg.spec.rgb + s *...
Yes, I think the fresnel offset parameter can be removed.
I think letting the user tweak the multiplier as needed is a good idea. Setting it to 0.9 to begin with sounds good.
It sounds like it won't change the the functionality at all if you're already used to setting the fresnel offset to 0...
Thanks. Actually, I did start out doing it that way. I doubled the texture size and used it as a guide to draw the lines. I drew the lines using vectors, so I could re-scale the picture and the lines would still show up fine. But that was just the beginning. It really got involved with lots...
That sounds like a bug that was fixed in a more recent version. Try installing the one posted here:
http://www.orbiter-forum.com/showthread.php?p=412960&postcount=2305
DXT1 is recommended as far as the format goes. It'll work with DXT3 and DXT5, but the alpha channel is unused for _refl.dds...
The _refl.dds files should have no alpha channel. Only the RGB is needed; the power of the reflection is controlled by the maximum value of red, green, and blue.
One thing that might help cure the artifacts is saving the normal maps as RGB8 files instead of DXT. The resulting file size is larger, but for important normal maps that get seen constantly (like the exterior), I think it's worth it.
Here's a small demonstration. Drop these files into your Textures\XR2Ravenstar folder.
To open and edit these files, use Gimp (http://www.gimp.org/) with the Gimp DDS plugin (http://code.google.com/p/gimp-dds/).
Once you have installed Gimp and the DDS plugin, open the file...
I agree, it is not really accurate. I posted it primarily as a proof of concept that normal maps do work on surftiles.
But, I think that it is possible to use the standard textures, provided that they are edited before converting to normal maps. I am pleased with how the woods appear, but the...
If your reflection is set to 0.01 and you still see a lot of reflection, then it's probably the Fresnel reflection you are seeing. You can reduce this by reducing the third (far right) parameter in the Fresnel settings.
Also, if you increase the first (far left) parameter, the Fresnel...
For a given camera view looking down on KSC,
Setup A, about 10% loss: ~185fps with normal maps v. ~205fps without.
Setup B: no loss, ~75fps
Setup C: about 7% loss: ~46fps with, ~49fps without
Setup A:
Windows 7 Home Premium 64-bit
Intel Core2 Duo E6750 2.66GHz
4GB RAM
nVidia GeForce 8800 GTS...
KSC with normal maps.
When you create your own normal maps, make sure "invert y-axis" (or the equivalent) is selected.
When I create normal maps for a large number of files, I first convert all the original files from .dds to .bmp using a batch file converter. Then, I process the files using...
What does this change fix? Shouldn't there be a 1:1 relationship between the specular map and the result, without a material specular color modifying it? The same way that the reflection map is handled without needing a material reflection color.
In the end, I guess the only thing I need...
Let me think on that a while and do more testing.
---------- Post added at 06:14 PM ---------- Previous post was at 04:26 PM ----------
I've changed my mind about the Fresnel reflection color. From experimenting with objects I could get my hands on (gold-plated and solid copper), I found that...
I forgot to move the (cRefl.a > 0) term outside the float4(). It should be instead:
cRefl.rgba = saturate(cRefl.rgba + (cRefl.a > 0) * float4((cRefl.rgb / cRefl.a) * fresnel, fresnel));Otherwise, masked regions without Fresnel would fade to black as Fresnel reflections increase. The alpha...
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