I think the environment mapping needs a bit of tweaking judging by this photo. Notice how the radiators, the MPLM, and Ku band antenna DEA appear with the natural grey color in the real photo?
In what way?Both images, the real one and the orbiter, are pretty well reflecting the color of the earth. I don't think there's anything wrong in the reflection, it's the Earth that needs adjusting.
That's not a bug. It has to do with the order of the meshes in the scenario.
After some further discussion with Poscik in the O-F IRC, I have determined that you are correct. I think I originally made the reflections too strong and dialing it back, produces the desired effect.Both images, the real one and the orbiter, are pretty well reflecting the color of the earth. I don't think there's anything wrong in the reflection, it's the Earth that needs adjusting.
I think the environment mapping needs a bit of tweaking judging by this photo.
But whether is possible to apply DETAIL TEXTURE, normal mapping, reflections and other features, to the base meshes? And How?
I played around a while back with normal maps, and found that surface tiles could take normal maps. I made normal maps for all the default KSC surftiles, and they ceased to look flat anymore.
Use *_norm.dds instead.i just place normal textures with name: _normal.dds, in Texture folder, and obviously this is not the right way!
It is supposed to control the reflectivity coefficient that is highly depended about the viewing angle. Currently it's not properly implemented, only effecting in non-textured surfaces like glass.One question though: What is the second setting for reflection?
Normal maps (textures) are still the same. Normals are just converted to world space in a pixel shader by matrix multiplication. Lighting and reflection calculations are now done in world space.May I ask what exactly the differences between tangent space and world space normal maps are? And what is the benefit of that change? Just curious. I just got the hang with the previous normal maps.
Problem with Beta 2: I set up the materials and then save them. The cfg is written but when reloading the scenario, it seems like the cfg file is not loaded and no reflections appear. Also enabling "improved glass rendering" doesn't seem to take. It is always disabled when loading Orbiter.
Do you think you'll be able to find a fix for antialiasing? With the window settings (fullscreen window and window with taskbar) that enable it, my framerate drops from the 600s down to about 50.