Spike Spiegel
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I'm using 3DS Max to create my model and I've created some materials. Some of them use textures, some are plain materials. I'm using the max2msh plugin to export.
I've noticed that the materials appear to be much more glossy or shiny in Orbiter than they appear in 3DS Max, so I'm wondering how the different settings of the materials contribute to the appearance of the material in Orbiter.
Specifically, how do the Ambient and Diffuse colors, the Specular color, and the Specular Level and Glossiness settings affect the glossiness of the surface in Orbiter? I did notice that when the Ambient and Diffuse colors were darker, my texture appeared darker. I also noticed that setting the Specular Level to 1 and Glossiness to 10 made my material almost completely white across the entire lit part of the surface.
So, can anyone offer some tips?
I've noticed that the materials appear to be much more glossy or shiny in Orbiter than they appear in 3DS Max, so I'm wondering how the different settings of the materials contribute to the appearance of the material in Orbiter.
Specifically, how do the Ambient and Diffuse colors, the Specular color, and the Specular Level and Glossiness settings affect the glossiness of the surface in Orbiter? I did notice that when the Ambient and Diffuse colors were darker, my texture appeared darker. I also noticed that setting the Specular Level to 1 and Glossiness to 10 made my material almost completely white across the entire lit part of the surface.
So, can anyone offer some tips?