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Matt's normalmapping shader #129532
05/12/07 15:53
05/12/07 15:53
Joined: Apr 2006
Posts: 265
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vartan_s Offline OP
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vartan_s  Offline OP
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I have tried to implement Matt's shader (in wiki) on a crate, but it has no effect. I did this through an effect file in a material assigned to the crate through an action, but it does not work. I am confused - how does the shader find the normal map skin. Can anyone help me here?

Re: Matt's normalmapping shader [Re: vartan_s] #129533
05/12/07 16:21
05/12/07 16:21
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
Make sure you're using dynamic lights


xXxGuitar511
- Programmer
Re: Specularity Increase [Re: xXxGuitar511] #129534
05/12/07 19:00
05/12/07 19:00
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vartan_s Offline OP
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Ah, that fixes it, althought I can only just about see the normal mapping. How do I increase the specularity?

Re: Specularity Increase [Re: vartan_s] #129535
05/12/07 19:27
05/12/07 19:27
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xXxGuitar511 Offline
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xXxGuitar511  Offline
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Specularity is controlled by the alpha value of the normal map. For dirt, I'd say a good alpha should be ~15%


xXxGuitar511
- Programmer
Re: Specularity Increase [Re: xXxGuitar511] #129536
05/13/07 15:55
05/13/07 15:55
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vartan_s Offline OP
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This doesn't seem to work. I decreased the normal map alpha with GIMP. I then decreased it in med with material settings (the 2nd material, called entSkin2). I then tried to decrease alpha of the normal material. None of them helped, so how exactly do you do it?

Re: Specularity Increase [Re: vartan_s] #129537
05/13/07 16:57
05/13/07 16:57
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xXxGuitar511 Offline
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xXxGuitar511  Offline
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Hmm... I'm not so sure about Matts shader. I use my own (in my sig)...


xXxGuitar511
- Programmer
Re: Specularity Increase [Re: xXxGuitar511] #129538
05/14/07 00:31
05/14/07 00:31
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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its the same, i use matts


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