|
Post by jaydub on Apr 11, 2023 10:23:40 GMT -5
Hi friends, I have a window from Snowy Escape that I'd like to convert (or at least mimic) the effects of an actual window. Is this a means of just adjusting shaders for the "glass"? Or do I need to import the "glass" into Blender? Any advice or direction would be very much appreciated.
Side note: In this mesh, the opaque windows are on their own mesh groups.
|
|
|
Post by SimVault on Apr 13, 2023 8:05:37 GMT -5
Hi friends, I have a window from Snowy Escape that I'd like to convert (or at least mimic) the effects of an actual window. Is this a means of just adjusting shaders for the "glass"? Or do I need to import the "glass" into Blender? Any advice or direction would be very much appreciated.
Side note: In this mesh, the opaque windows are on their own mesh groups.
Hello, yes mostly all windows "glass" front & back panel of glass are on there separate cut numbers. Now, are you trying to change the way it looks in blender or in-game? If it's in blender, then you don't really need EAs mesh, you can add a shader to a plane mesh you resize to fit. But if you're talking about in-game, then it will change in-game into the appropriate shader the file has marked. Some glass does not show changes as "glass" or "see-through" in Sims4Studio. Especially when it's between a HLOD or LLOD, because for some reason, since EA uses a less quality version in all objects that does tend to show non-see-through on a lower LOD. However, if I'm not mistaken, you can still change the shader to a different one that is glass or glass-alike, if you're able to test in-game how it looks and I believe that change will still only really show change in-game.
|
|
|
Post by jaydub on Apr 13, 2023 10:24:31 GMT -5
Trying to change how it looks in-game. The opaque windows are currently shaded as Phong. Looking at a LOD in a regular window, I see instancedGlass and instancedWindow. I tried changing the shaders from Phong to instancedGlass and while it does make it translucent, there doesn't seem to be that "cloudy" glass look. Example:
Normal window on left, "converted" window on the right.
I'm guessing I need to change another shader? Or maybe something in the shadow LOD?
|
|
|
Post by SimVault on Apr 13, 2023 10:35:08 GMT -5
Trying to change how it looks in-game. The opaque windows are currently shaded as Phong. Looking at a LOD in a regular window, I see instancedGlass and instancedWindow. I tried changing the shaders from Phong to instancedGlass and while it does make it translucent, there doesn't seem to be that "cloudy" glass look. Example:
Normal window on left, "converted" window on the right.
I'm guessing I need to change another shader? Or maybe something in the shadow LOD?
You are welcome! I'm guessing maybe that is why phong is used, because without a slight cloudy look, it looks like nothing is there. I'd recommend trying all the glass like shaders out, there are other ones like "see through" or something. I can't remember the actual lingo.
|
|
|
Post by jaydub on Apr 13, 2023 12:28:01 GMT -5
I went ahead and changed the shaders to GlassForObjectsTranslucent and that gave me that cloudy look. I did need to edit that part of the texture to make it translucent.
I'd like to find a way to just use a different image so I don't have to edit every texture, but that's the way it has to be, I'll make it work.
|
|
|
Post by SimVault on Apr 14, 2023 11:35:44 GMT -5
I went ahead and changed the shaders to GlassForObjectsTranslucent and that gave me that cloudy look. I did need to edit that part of the texture to make it translucent.
I'd like to find a way to just use a different image so I don't have to edit every texture, but that's the way it has to be, I'll make it work.
Yeah, unfortunately it seems like that's how the game is and shows glass. You could also do it on that other shader that looked see-through and add a high shine spec map so it glisend when moving so people can tell it's a window...
|
|