RVMAT – ArmA: Armed Assault Talk

From Bohemia Interactive Community
Jump to navigation Jump to search
mNo edit summary
(Added manual line breaks inside the comment)
Line 1: Line 1:
Additional Info (from Armored_Sheep)
Additional Info (from Armored_Sheep)
   
   
   Specular map is a complex bitmap. Each color chanel has its own purpose. You should understand well the way of calculating pixel colors in scene before you paint those textures. As written value of each pixel is calculated with RVMAT values and engine lighting values. Texture _SM has diffuse values in RED, specular in GREEN and, Specular power in BLUE chanel. _SMDI does not use RED chanel (better compression) GPU calculates those values automaticaly as Diffuse = 1 - Specular. When you use specular map - diffuse, specular in RVMAT should be 1. Then paint B/W map with maximum specular and minimum specular values you imagine on surface. Than choose minimum (black) and maximum specular (white) values and change the bitmap levels to those values. (c)Armored_Sheep
   Specular map is a complex bitmap. Each color chanel has its own purpose.  
  You should understand well the way of calculating pixel colors in scene
  before you paint those textures. As written value of each pixel is
  calculated with RVMAT values and engine lighting values. Texture _SM has
  diffuse values in RED, specular in GREEN and, Specular power in BLUE
  chanel. _SMDI does not use RED chanel (better compression) GPU calculates
  those values automaticaly as Diffuse = 1 - Specular. When you use
  specular map - diffuse, specular in RVMAT should be 1. Then paint B/W map
  with maximum specular and minimum specular values you imagine on surface.
  Than choose minimum (black) and maximum specular (white) values and change
  the bitmap levels to those values. (c)Armored_Sheep
--[[User:Bdfy|Bdfy]]
--[[User:Bdfy|Bdfy]]

Revision as of 20:25, 15 September 2007

Additional Info (from Armored_Sheep)

 Specular map is a complex bitmap. Each color chanel has its own purpose. 
 You should understand well the way of calculating pixel colors in scene
 before you paint those textures. As written value of each pixel is
 calculated with RVMAT values and engine lighting values. Texture _SM has
 diffuse values in RED, specular in GREEN and, Specular power in BLUE
 chanel. _SMDI does not use RED chanel (better compression) GPU calculates
 those values automaticaly as Diffuse = 1 - Specular. When you use
 specular map - diffuse, specular in RVMAT should be 1. Then paint B/W map
 with maximum specular and minimum specular values you imagine on surface.
 Than choose minimum (black) and maximum specular (white) values and change
 the bitmap levels to those values. (c)Armored_Sheep

--Bdfy