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Specular shader ?Is it missing? #60639
12/17/05 21:54
12/17/05 21:54
Joined: May 2005
Posts: 14
B
bernard Offline OP
Newbie
bernard  Offline OP
Newbie
B

Joined: May 2005
Posts: 14
Hello all.
I have spent all the day browsing most of the threads here but i couldnot find something that talks about specular.
I also admit that i m quite newbie in shaders .I mean the only thing that i know is to copy and paste FX files and to load them in the material with [effect= "shadereffect.fx";] .
What i would like is a shader that allows me to make some parts of my mdl more shiny than others .Just like if you have metal on skin ,you would like the metal shine more than the skin in the light.
Can you help me please?

Last edited by bernard; 12/17/05 21:55.
Re: Specular shader ?Is it missing? [Re: bernard] #60640
12/18/05 00:48
12/18/05 00:48
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline

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Matt_Coles  Offline

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Joined: Jul 2003
Posts: 893
Melbourne, Australia
There is a specular shader in shader collection in Acknex Unlimited, although some of the code does not work properly as it is not initialized. This will be fixed in Shader Collection 2

Re: Specular shader ?Is it missing? [Re: Matt_Coles] #60641
12/18/05 05:52
12/18/05 05:52
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
Look for my Ultimate Lighting shader pack. Also you can buy the Sphere engine and it has built in specular normal mapping and much more!


Sphere Engine--the premier A6 graphics plugin.
Re: Specular shader ?Is it missing? [Re: Matt_Coles] #60642
12/19/05 14:20
12/19/05 14:20
Joined: Dec 2002
Posts: 73
Germany
J
Jim_beam Offline
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Jim_beam  Offline
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Joined: Dec 2002
Posts: 73
Germany
Hello Matt (both of you ),

when you plan your Ultimate Shader Pack, could you please try to make every shader (where it makes sense) applicable to Model and WED-Geometry? Also and indication how to use model-entskin and external picture files would be helpful. I'm currently trying the hard way by trial and error to get there.

JB.


Jim Beam Commercial 6.40.5
Re: Specular shader ?Is it missing? [Re: Jim_beam] #60643
12/20/05 11:30
12/20/05 11:30
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline

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Matt_Coles  Offline

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Joined: Jul 2003
Posts: 893
Melbourne, Australia
Mine do both model and level geometry already, including specular. But shaders on geometry are very slow

Re: Specular shader ?Is it missing? [Re: Matt_Coles] #60644
12/20/05 12:54
12/20/05 12:54
Joined: Sep 2005
Posts: 235
Switzerland - Zurich
sinnlos Offline
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sinnlos  Offline
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Joined: Sep 2005
Posts: 235
Switzerland - Zurich
Hi there
definatly an interesting thread.

What i do to get a specular effect on model parts is:
- be sure to have a good UV-Layout
- Open the uv-unwrapped model in the Model editor
- Go to Skins and add a skin with a TGA which has a Black/white Map in the Alpha-Channel
- save the model
- then i use SMEE to get the shader effect. ( u can get SMEE here )
- when u get smee there are very good tutorials to learn how to do that.
- u will see how to use the alphmap of the entskin to define metal parts.

Here is an example of a window with an metal handle:


i never tried the shaders in the collections named above...
i definatly are going to do that, but before i wantet to ask if it is possible to implement grayscale specular maps and not just simple black/white alpha maps in order to define the amount of specularity.

and aswell i will have to check out that sphere engine... but so little time

i hope this helps

cheers sinnlos


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