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Post by yyyyyyyyfffffffff on Sept 14, 2021 11:53:39 GMT -5
hi i'm facing a problem with specular map i'm made a vase so i wanted the vase to be glossy so i've i have made the red channel darker so it will became glossy and i have saved it as dds the problem is that the effect was not applied in game the object is not glossy in game i don't know what i'm doing wrong image package
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Post by Fwecka (Lolabellesims) on Sept 14, 2021 19:11:27 GMT -5
The black color is coming from your diffuse. Open one of your meshes in Blender, select your mesh, edit mode, press A to select the whole mesh. In the UV editor, at the bottom and next to where it says UVs, click the little arrows. You'll get a popup. Choose your diffuse out of the list. You'll instantly see what I mean. The vase has been given a black texture.
As for speculars, generally, darker greys mute the effect while lighter greys enhance the effect. White creates the strongest effect and black turns off the effect.
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Post by yyyyyyyyfffffffff on Sept 15, 2021 10:16:26 GMT -5
hi fwecka, yes the vase is black and i know that because i made it black but the problem is the glossy effect is not appearing in my black vase is there something i'm doing wrong please? or why the effect has not being applied to the mesh
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Post by Fwecka (Lolabellesims) on Sept 15, 2021 21:32:12 GMT -5
Okay, thanks for clarifying. Here are the basic rules for object speculars (CAS speculars are more complex):
Edit 11/16/21: I updated this because I had been getting it wrong all this time.
For a DDS
* Red channel controls the blur/sharpness of the cubemap * Green channel controls the intensity of the cube map * Blue channel controls the blur/sharpness of sun/moon reflection * DDS Supports an alpha channel * Alpha channel controls the intensity of sun/moon reflection** * For all channels, including alpha, lighter colors = stronger effect; darker colors = weaker effect * For all channels, including alpha, white = the strongest effect; black = turns off the effect * Red, green, blue, alpha channels all greyscale
For a PNG
* Cannot support an alpha channel * Uses transparency in the PNG itself to control effects * Very transparent = weak effect * Very opaque = strong effect * Completely transparent = turns off effect * Completely opaque = strongest effect * Red, green, blue channels control the same thing as in a DDS * Red, green, blue channels all greyscale
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Post by qolygonal on Sept 16, 2021 1:10:20 GMT -5
A shiny white spot is a sun highlight. And the blue channel controls its roughness. The highlight is only visible when you place an object outside. The alpha channel only controls the opacity of the sun highlight. You can easily check this in the game. Outside. The left counter: R: 255 G: 255 B: 255 A: 255 The right counter: R: 255 G: 255 B: 255 A: 0 Inside. The left counter: R: 255 G: 255 B: 255 A: 255 The right counter: R: 255 G: 255 B: 255 A: 0 In other words, the alpha channel is 100% white on the left and black on the right. As you can see, changing the Alpha channel doesn't affect the "strength of other channels". And again. And again.
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Post by Fwecka (Lolabellesims) on Sept 16, 2021 4:15:25 GMT -5
A shiny white spot is a sun highlight. And the blue channel controls its roughness. The highlight is only visible when you place an object outside. The alpha channel only controls the opacity of the sun highlight. You can easily check this in the game. Outside. The left counter: R: 255 G: 255 B: 255 A: 255 The right counter: R: 255 G: 255 B: 255 A: 0 Inside. The left counter: R: 255 G: 255 B: 255 A: 255 The right counter: R: 255 G: 255 B: 255 A: 0 In other words, the alpha channel is 100% white on the left and black on the right. As you can see, changing the Alpha channel doesn't affect the "strength of other channels". And again. And again. "The alpha channel only controls the opacity of the sun highlight." "As you can see, changing the Alpha channel doesn't affect the 'strength of other channels.'" That's news to me. I have never encountered any explanation that's similar to what you just said. Not even this tutorial explains it like that. Isn't the specular tied to the cube map? This one doesn't explain it that way, either. Not trying to argue with you, golygonal; clearly your explanation is correct. I stand corrected.
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Post by qolygonal on Sept 16, 2021 5:20:29 GMT -5
Because these tutorials are wrong. Someone first misinterpreted the SimGuru's explanation, and then others began to copy it.
The spec map was incomprehensible to me too, until I read Littledica's post. Just read it.
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Post by Fwecka (Lolabellesims) on Sept 16, 2021 5:30:11 GMT -5
Because these tutorials are wrong. Someone first misinterpreted the SimGuru's explanation, and then others began to copy it. The spec map was incomprehensible to me too, until I read Littledica's post. Just read it. Yep, you're right. It says it right there. I have read and read and read and have never fully understand what the blue channel does. "Specular falloff." That's what every guide I've ever read says. Okay. What does that mean? So I've tried to get it right in my head only to find out, nope, got it wrong. I messaged you already about this, golygonal, but I've got to find decent resources to learn things. I've learned A LOT from this site. Leaps and bounds. And I learn every day, which is why I spend so much time here. But, now I'm learning that I have to unlearn things. So many YouTube videos are so godawful. They make logic leaps and expect you to be able to follow along, and many just don't know anything and teach mistakes. Ugh. I finally broke down and paid for a subscription to CG Cookie recently. It'd better be worth the nearly 300 dollars it cost me. *rant over. Also that specular blend Littledica's site is easily the coolest thing ever. I'm so glad you shared it.
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Post by yyyyyyyyfffffffff on Sept 16, 2021 7:48:22 GMT -5
hi fwecka and qolygonal thank you so much for replying i have a question why the effect has not been applied ? do i need to save the specular map as texture or as a cube map ? because i saved it as a texture
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Post by mauvemorn on Sept 16, 2021 9:14:04 GMT -5
Hi. You need to save it as you save any other texture, cube map is a different thing entirely. I don't remember if specular maps for objects are rendered on the lowest graphics settings, but try playing on the highest. Make sure your object is outdoors
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Post by yyyyyyyyfffffffff on Sept 16, 2021 13:26:34 GMT -5
mauvemorn if you don't mind can you test the objects in your game do you see it glossy if it is glossy in your game it means that i have something wrong in my game graphics
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Post by mauvemorn on Sept 16, 2021 16:29:45 GMT -5
Yes, the gloss appears but only on the highest settings Also, see the black lines at the tip of the leaf? Apply the diffuse texture to the background in the UV editor, you'll see that you need to remove a bit of black
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Post by Fwecka (Lolabellesims) on Sept 16, 2021 22:01:23 GMT -5
mauvemorn if you don't mind can you test the objects in your game do you see it glossy if it is glossy in your game it means that i have something wrong in my game graphics I recently posted a long explanation of what the cube map is for here. You don't have to read the whole thing as it's mostly about the CAS specular but the images in the post may help you understand what a cube map is. Basically, cube mapping is a trick used in film and in video games that mimics how reflection works in the real world. It's a picture of the surroundings and that picture is wrapped around your character like a box. Sims 4 doesn't use a picture of the surroundings like other games--it uses...glowing squares, I guess you could say. Again, look at the images. I don't fully understand it myself; I just know basically what a cube map for. No, you don't need to do anything with the cube map. The cube map is just something that works hand-in-hand with the specular map. yyyyyyy...oh, I give up. Your name is too hard to type. I responded to the wrong post. I meant to respond to the one where you asked about cube mapping.
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