Material - Normal map: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - ";[ ]+ " to "; ") |
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=== Simple material with Normal map, per pixel specular reflections === | |||
===Simple material with Normal map, per pixel specular reflections=== | |||
This material allows surface rendering with roughness and reflections. Normal map creates curvature on surface and may as well hold inside alpha-channel saved Black&White map limiting specular reflection locally (multiplying values specular[]={R,G,B,A} ) | This material allows surface rendering with roughness and reflections. Normal map creates curvature on surface and may as well hold inside alpha-channel saved Black&White map limiting specular reflection locally (multiplying values specular[]={R,G,B,A} ) | ||
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class Stage1 | class Stage1 | ||
{ | { | ||
texture="ofp2\Vehicles\Land\Wheeled\LandRover\LR_op_1\Data\lr_op_hulla_NS.paa"; | texture="ofp2\Vehicles\Land\Wheeled\LandRover\LR_op_1\Data\lr_op_hulla_NS.paa"; | ||
'' // path to normal map texture. Alpha in NS map can be used to locally weaken specular reflection at surface'' | '' // path to normal map texture. Alpha in NS map can be used to locally weaken specular reflection at surface'' | ||
uvSource="tex"; | uvSource="tex"; | ||
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class Stage3 | class Stage3 | ||
{ | { | ||
texture=”#(ai,32,128,1)irradiance(8)”; | texture=”#(ai,32,128,1)irradiance(8)”; | ||
''// procedural irradiance table for per pixel specularity calculations, last number inside brackets defines specular power | ''// procedural irradiance table for per pixel specularity calculations, last number inside brackets defines specular power | ||
see more in irradiance deffinition above'' | see more in irradiance deffinition above'' | ||
uvSource="none"; | uvSource="none"; | ||
}; | }; |
Latest revision as of 00:54, 8 August 2021
Simple material with Normal map, per pixel specular reflections
This material allows surface rendering with roughness and reflections. Normal map creates curvature on surface and may as well hold inside alpha-channel saved Black&White map limiting specular reflection locally (multiplying values specular[]={R,G,B,A} )
Irradiance table replaces here setting specularPower
PixelShaderID="NormalMap"; VertexShaderID="NormalMap"; class Stage1 { texture="ofp2\Vehicles\Land\Wheeled\LandRover\LR_op_1\Data\lr_op_hulla_NS.paa"; // path to normal map texture. Alpha in NS map can be used to locally weaken specular reflection at surface uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class Stage3 { texture=”#(ai,32,128,1)irradiance(8)”; // procedural irradiance table for per pixel specularity calculations, last number inside brackets defines specular power see more in irradiance deffinition above uvSource="none"; };