omid3098 Posted June 3, 2010 Share Posted June 3, 2010 well we have some cars here and the primary material for their body is Diffuse+Normal+Specular+ some Gloss changes.. however it's not look like carpaint shader, but we are ok with that as we can't do anything else! our biggest problem is glasses. as far as I tested about this, we have 2 kind of transparency into engine. one of them uses only 0-1 in alpha channel of diffuse textures (mesh_diffuse_blabla_alphatest)in this case there is no problems during rendering or casting shadows or anything else.. but as this type is only for 0-1, so it should not use for glass like materials. another kind of transparency is to use blend=alpha without using mesh_diffuse_blabla_alphatest in shader. but this kind of transparency sucks when you want to use is as something like glass. it won't render terrain, some of models, shadows... (or maybe I can not use it correct) this: texture0="abstract::glasstest.dds" clamp0=0,0,0 texture1="abstract::glasstest_nrm.dds" clamp1=0,0,0 blend=alpha depthmask=1 depthtest=1 overlay=0 zsort=0 cullface=0 castshadows=1 specular=2.50000000 bumpscale=0.300000012 gloss=0.250000000 shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_specular_alphatest.frag" shadowshader="abstract::mesh_shadow.vert","abstract::mesh_shadow.frag" looks like this (only 0,1): and this: texture0="abstract::glasstest.dds" clamp0=0,0,0 texture1="abstract::glasstest_nrm.dds" clamp1=0,0,0 blend=1 depthmask=1 depthtest=1 overlay=0 zsort=0 cullface=0 castshadows=1 specular=2.50000000 bumpscale=0.300000012 gloss=0.250000000 shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_specular_alphatest.frag" shadowshader="abstract::mesh_shadow.vert","abstract::mesh_shadow.frag" looks like this: (but WHY?? ) This is my diffuse texture and This is my normal texture and I can not use these for glasslike models. but as I can see emitters are using transparent dust, I'm looking for something like that in normal shaders to use them as car glass shader which needs cullface for car inside too.. and alphatest results on car, looks like this: and I'm too tired to make blend=alpha again! but it was worse than it's 2d plane! finally any kind of tips or suggestions to improve car shaders would be helpfull here. Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
Canardia Posted June 3, 2010 Share Posted June 3, 2010 You need to move the glass windows to the foreground world. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
omid3098 Posted June 4, 2010 Author Share Posted June 4, 2010 thank you Lumoja, 2 more questions please: - should we do this only in code? or is there any easier way to do this for someone like Game designer? as we tested we should do this with "loadmodel" command and it's hard for game designer to do this. - should we detach glasses to separate GMF files or we can move a hierarchy of a model into foreground world? Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
Gilmer Posted June 4, 2010 Share Posted June 4, 2010 You need to move the glass windows to the foreground world. lumooja, you could can explain how to make this?? a long time i trying create a material of car, with reflects, specular and all... Quote Link to comment Share on other sites More sharing options...
Icare Posted July 20, 2010 Share Posted July 20, 2010 I also have the same problem, I can not get transparency with specular. Also how to run the refraction shader with the framework ? And again, why there is a *0.5 in the shininess mesh.frag reducing by half the intensity of the specular shininess=clamp(shininess,0,1)*0.5; Let us choose the intensity of specular through a variable Nicolas Quote Link to comment Share on other sites More sharing options...
macklebee Posted July 20, 2010 Share Posted July 20, 2010 you know you can change the mesh.frag to do whatever you want, right? Also, look here for the Refraction Tutorial Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Icare Posted July 20, 2010 Share Posted July 20, 2010 Yes, I know that's what I do. I already doing this, the problem is that with the framework, I can't operate properly. I'll try to post tonight from home. Nicolas Quote Link to comment Share on other sites More sharing options...
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