|
Post by odeodeodeodeode on Feb 15, 2019 15:02:19 GMT -5
Hi! I am working on a pair of glittery wings.. The wings are basically a rectangular plane with semi transparent Diffuse Map by using simglass shader. I tried making the shiny "glitter" effect using specular maps. But i cant figure out how to make it work. Does Specular map work with simglass shader? These are some screenshot of the mesh and how it looked like in the game atm. I wanted to make the white dots "Shine" (Not glowing with emmision map) in the game. Hope somebody can help!
|
|
|
Post by minimonster on Feb 15, 2019 18:51:12 GMT -5
Hi odeodeodeodeode ! Firstly, and un-related, Thank You for the screenshot of Studio on a Mac! I haven't really seen much of it in-use on a Mac, and it helps me to visualize that a Mac user is looking at while helping them! About your question: Most definitely Yes, SimGlass *does* indeed use a Specular Map - look at any pair of glasses and you will see. That said, I had an immediate thought of *exactly* what you might want to look at to get an idea of what to create: the "Rhinestone Sparkle" eyeshadow from SP01. Look at its specular (and mask - VERY IMPORTANT to include as well!) and you will see how a 'sparkle' specular is made. Having said that, though, I realized from re-looking over your post that you are using a single, simple mesh and letting the texture's alpha create the 'shape' of a pair of wings. Each mesh for a CAS item can have only one specular, so you will be faced with the decision of how to approach your sparkles - do you make multiple clones and custom-tailor the sparkles for each, or do you think of a general 'average' between them to come up with only one specular mapping? Crispy clean sparkles will look Great on your lovely wings! Cheers!
|
|
|
Post by odeodeodeodeode on Feb 16, 2019 5:40:32 GMT -5
Hi! Thank you for your speedy reply! I am focusing on a single 'shape now' just to test out how the spec mask work. I studied some glasses and the eyeshadow you pointed out.. but I still cant get the specular map to work. Do you mind looking at my package file if possible? Package fileThanks!
|
|
|
Post by Feyona on Feb 17, 2019 2:16:17 GMT -5
We have a good tutorial, even 2 about specular maps. Please read them here, and here. I need to correct minimoster. Actually there can be multiple specular files in one .package. They can be managed on a Warehouse tab. I used 2 maps in the past in some of my items and it worked perfectly. One map can be imported on Studio tab, other specular maps should be imported on a Warehouse tab. To make it work user needs to either create new resource, change instance number with another one generated in Hash generator, and write an information about it in a corresponding CAS part resource. CAS part resource carries all information about what swatch goes with what thumbnail, what spec goes with that swatch, what tags that swatch has, will this swatch appear with certain accessories or not. The only resource that is not tied up to CAS Part is normal map. Information about it is in geometry files. 1. Generate new number in Hash generator in Tools -> Hash Generator. I usually enter name of the item and color of the swatch, Studio will generate the numbers, copy FNV64 number. 2. Add new resource either by duplicating existing RLES resource (specular) or adding it, changing Type to RLES and pasting previously generated FNV64 number into instance field. Notice 2 RLES resources on this screenshots, these are my 2 custom specular files. You can add a custom specular file for each CAS part. 3. Find CAS Part that you made this additional specular resource for. Usually I just pick a very bright color with color picker on a Studio Tab. This way it is easy to spot needed CAS Part in a Warehouse. In a search field type "specular" and in the "instance" field enter instance number of newly created specular resource.
|
|
|
Post by odeodeodeodeode on Feb 17, 2019 7:59:08 GMT -5
I had follow the spec map tutorials... nothing worked with what i wanted to achieve. My specular map worked well if I use the SimSkin Shader. but i loose the transparency of the diffuse map itself. Still have no idea how to make spec map work with the simglass shader I have no problem with your tutorial on having different specular map with different swatches. imgur.com/jpUL5aT
|
|
|
Post by Mathcope on Feb 17, 2019 11:55:22 GMT -5
From experience, since my last Hair meshes were alpha. The simglass shader doesn't follow the specular as strong as the simskin shader. Even with a fully green channel in white, the shine it's not as strong as if it was simskin. I'd recommend you to paint the details in the diffuse rather than relying in the specular 100%.
|
|