DudeAwesome Posted April 6, 2014 Share Posted April 6, 2014 yep its material editor bug. annoying I know but josh said this should be fix in the latest build Quote It doesn´t work... why? mhmmm It works... why? Link to comment Share on other sites More sharing options...
YouGroove Posted April 6, 2014 Author Share Posted April 6, 2014 @DudeAwesome : Last update of today fixed the material editor bug and it works (only generate material function is buggy). What don't works for me it's the environment shader i modified. @Shadmar : Could you post your environment shader file ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted April 6, 2014 Share Posted April 6, 2014 I was using yours when I tested last. Make sure texture4 is a real cubemap. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
YouGroove Posted April 6, 2014 Author Share Posted April 6, 2014 @Shadmar : You are right , works better with skymap (i didn't have cubemap check in the sky texture) Quote Stop toying and make games Link to comment Share on other sites More sharing options...
YouGroove Posted April 6, 2014 Author Share Posted April 6, 2014 yes, just replace outcolor = mix(outcolor,texture(texture4,cubecoord),0.5); //mix diffuse with cubemap reflection 50% with outcolor = mix(outcolor,texture(texture4,cubecoord),ex_color.a); //mix diffuse with cubemap reflection based on alpha About texture having only some parts with environment it seems not working replacing the line of code. I put the diffuse texture with alpha i used if someone want to test. wall3Water.zip Quote Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted April 6, 2014 Share Posted April 6, 2014 Just use the vertex color alpha. (from the color panel) Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
shadmar Posted April 6, 2014 Share Posted April 6, 2014 But if you want to have reflection based on a alpha pattern from texture, you can use : outcolor = mix(outcolor,texture(texture4,cubecoord),outcolor.a); Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
DanceTweety Posted April 7, 2014 Share Posted April 7, 2014 What I did to have control over the shininess is make a range of shaders for 20% 30% 40% 50% 60% 70% By changing the line "outcolor = mix(outcolor,texture(texture4,cubecoord),0.5); //mix diffuse with cubemap reflection 50%" to that values. Works great 2 Quote Link to comment Share on other sites More sharing options...
YouGroove Posted April 28, 2014 Author Share Posted April 28, 2014 @Shadmar : How to color the environment map ? I mean have it gold or silver or copper color when fully reflective. What line of code in the shader to colorise it if you know how to do it ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
shadmar Posted April 28, 2014 Share Posted April 28, 2014 Just multiply material color-selector to the cubemap texture... vec4(ex_color.rgb,1) so something like this probably outcolor = mix(outcolor,texture(texture4,cubecoord)*vec4(ex_color.rgb,1),outcolor.a); 1 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.