RVMAT – ArmA: Armed Assault Talk

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Additional Info
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.  
   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
As written in http://community.bistudio.com/wiki/ArmA:_RVMAT
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 16:11, 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