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Post by danisimsbr on Jun 11, 2021 22:01:19 GMT -5
Some objects, like this counter, have that glossy effect. The light effect them: I usually want to remove this effect XD But this time I want to add it. I'm working on a set of plastic chairs and table, and I wanted them to be glossy like that. I cloned this chair, and I'll probably use one of the round tables from Base game as well: What exactly should I change to create this effect? Thank you so much.
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Post by Fwecka (Lolabellesims) on Jun 12, 2021 9:05:43 GMT -5
The specular is what I'd take a look at. Make a custom specular map.
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Post by LauraLou64 on Jun 12, 2021 16:03:05 GMT -5
I've cloned other objects that have the effect I want then export the specular from that one for my new item. So if you want it shiny like that counter, copy that specular color. I just tested it out and it worked to add glare to the ladderback chair. Hope that helps!
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Post by network on Jun 12, 2021 17:47:17 GMT -5
I've cloned other objects that have the effect I want then export the specular from that one for my new item. So if you want it shiny like that counter, copy that specular color. I just tested it out and it worked to add glare to the ladderback chair. Hope that helps! This won't work a lot of the time as most EA speculars are made for that particular item and its UV map. OP should make their own. (Unless you mean to copy the channel colours and make a flat spec off of that)
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Post by Fwecka (Lolabellesims) on Jun 12, 2021 18:07:53 GMT -5
+1 on what Network said. Find an object that has the sort of shine that you like, clone it, export the specular so you can look at it, and then change the red, green, and blue channels on your custom specular map to match the EA specular's red, green, and blue channels for the object that has the shine that you like.
The reason you can't just use a specular from an entirely different EA object is that your UV layout will be different than the EA UV layout.
Keep in mind that for a DDS file the alpha channel for an object's specular dictates how strong your item's shine is. White = strong shine, black = matte. With a PNG file, opacity dictates how strong your item's shine is. The more transparent the PNG is, the weaker the shine is.
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Post by qolygonal on Jun 13, 2021 3:27:49 GMT -5
+1 on what Network said. Find an object that has the sort of shine that you like, clone it, export the specular so you can look at it, and then change the red, green, and blue channels on your custom specular map to match the EA specular's red, green, and blue channels for the object that has the shine that you like. The reason you can't just use a specular from an entirely different EA object is that your UV layout will be different than the EA UV layout. Keep in mind that for a DDS file the alpha channel for an object's specular dictates how strong your item's shine is. White = strong shine, black = matte. With a PNG file, opacity dictates how strong your item's shine is. The more transparent the PNG is, the weaker the shine is. Nononono. You don't need to change the channels individually. You can just copy the RGB color. The alpha channel determines the opacity of the sun highlight. You can see an illustrative example of how the specular map channels work here. Of course, you can use EA's examples. But it's much more convenient to use the reflection emulator created by Littledica.
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Post by Fwecka (Lolabellesims) on Jun 13, 2021 3:49:30 GMT -5
+1 on what Network said. Find an object that has the sort of shine that you like, clone it, export the specular so you can look at it, and then change the red, green, and blue channels on your custom specular map to match the EA specular's red, green, and blue channels for the object that has the shine that you like. The reason you can't just use a specular from an entirely different EA object is that your UV layout will be different than the EA UV layout. Keep in mind that for a DDS file the alpha channel for an object's specular dictates how strong your item's shine is. White = strong shine, black = matte. With a PNG file, opacity dictates how strong your item's shine is. The more transparent the PNG is, the weaker the shine is. Nononono. You don't need to change the channels individually. You can just copy the RGB color. The alpha channel determines the opacity of the sun highlight. You can see an illustrative example of how the specular map channels work here. Of course, you can use EA's examples. But it's much more convenient to use the reflection emulator created by Littledica. Well, when I say I edit the channels that's not really what I do and I should have clarified. What I do, is paint colors on the RBG channel according to my UV layout. I try to find an EA item and match the colors EA has used. So, that's my recommendation to the OP. Find things that has the shine you want and use the same colors on your custom specular's RBG channel. You might have to clone more than one item; for instance, that shirt I made (the one I actually finished, lol) had leather and cloth and metal buttons. If I remember right, I had to clone something with cloth, something with metal, and something with leather. Or maybe it was just two things I cloned. I can't remember now. Also, that reflection emulator is kewl. How is it that I've lived my life this long without it? Thanks for your post!!! Edit: Sorry, golygonal, but I took a look at that blend file in Blender 2.9 and was immediately lost. How do I bring up that color wheel? Do you know? It doesn't seem to be in Materials.
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Post by LauraLou64 on Jun 13, 2021 17:32:42 GMT -5
I've cloned other objects that have the effect I want then export the specular from that one for my new item. So if you want it shiny like that counter, copy that specular color. I just tested it out and it worked to add glare to the ladderback chair. Hope that helps! This won't work a lot of the time as most EA speculars are made for that particular item and its UV map. OP should make their own. (Unless you mean to copy the channel colours and make a flat spec off of that) Yes, I made a flat spec based off the colors of a shiny object. But I think I'll try to learn the proper way of doing it.
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Post by danisimsbr on Jun 15, 2021 19:28:01 GMT -5
Thank you so much for all your anwers, guys. I'll give it a try
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