Bnae 1431 Posted April 13, 2016 Hello, I'm trying to create realistic textures to my model. Now i'm wondering what is the yellow color on the SMDI textures, and does the actual color RGB effect on the effect. I mean if the grey scale is the same but the color is different. Same on the AS that is kind pink/ purple. Knowing these things will help me a lot while using Blender and Photoshop to paint the textures. I also know i can bake the textures and use texView to create the SMDI. Also when i try to bake the AS overlay i always manage to get some parts dark that should not be. Knowing the color shade meanings would help me to fix these problems in Photoshop. EDIT, So basicly what ever i try to do, everything is still kinda matte and dull. I tried to make AS texture just all white and with multiple different SMDI color setups to make the texture overglossy. But still it's always just matte and dull except when i look almost straight to the sun. I have noticed this same problem in almost every gun mod in the game. I copied my RVMAT directly from Katiba and used same shades on my textures, and still i don't manage to get the same effects. Now that i started to think this more, can it be because the model sides are not round and they are almost all straight XYZ? I'll try to round my model little bit if i can get more effects. Thanks. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted April 13, 2016 _smdi uses greyscale information from the Green channel in the image to map per-pixel specular intensity to the model (white is more intensity, black is less intensity). Specular intensity is scaled relative to the specular[]={R,G,B,A}; array in the .rvmat. So specular[]={0.5,0.5,0.5,1}; is a sort of reasonably nice, mid-intensity specular highlight, specular[]={1,1,1,1}; would be bright white specular highlights for something that's quite shiny, and something like specular[]={10,10,10,1}; would be an absolutely fucking blindingly intense white. You can make the highlights different colours with different RGB values too if you need. The greyscale from Blue channel is used to map glossiness - which acts as a 0-1 scalar to the SpecularPower value in the .rvmat (white is full power, black is 0 power). The Red channel is left blank white. https://community.bistudio.com/wiki/RVMAT_basics#Basic_surface_setting The combination of the R and G channels is what gives the pink (magenta), yellow, red etc colours. Using 0-1 colour scales for RGB values instead of 0-255 colour space: Red = RGB [1,0,0] so that's black in both the specular and gloss, so that material would be very matte. Magenta is RGB [1,0,1] so low specular intensity and the highlights are as wide as programmed as the SpecularPower value. Yellow is RGB [1,1,0] So at maximum intensity with a very wide specular reflection. _AS is magenta and white because it only uses the green channel, whereby the black parts will be the intense Ambient Occlusion shadows. If you save a greyscale ambient occlusion map as _AS.tga, the tools will convert it automatically to the magenta one by discarding the shading info from the R and B channels that it doesn't use. 3 Share this post Link to post Share on other sites
PuFu 4600 Posted April 14, 2016 https://forums.bistudio.com/topic/187130-texture-map-help-co-smdi-as-nohq/?p=3000866 1 Share this post Link to post Share on other sites
Bnae 1431 Posted April 14, 2016 _smdi uses greyscale information from the Green channel in the image to map per-pixel specular intensity to the model (white is more intensity, black is less intensity). Specular intensity is scaled relative to the specular[]={R,G,B,A}; array in the .rvmat. So specular[]={0.5,0.5,0.5,1}; is a sort of reasonably nice, mid-intensity specular highlight, specular[]={1,1,1,1}; would be bright white specular highlights for something that's quite shiny, and something like specular[]={10,10,10,1}; would be an absolutely fucking blindingly intense white. You can make the highlights different colours with different RGB values too if you need. The greyscale from Blue channel is used to map glossiness - which acts as a 0-1 scalar to the SpecularPower value in the .rvmat (white is full power, black is 0 power). The Red channel is left blank white. https://community.bistudio.com/wiki/RVMAT_basics#Basic_surface_setting The combination...... Brilliant. I don't know how i have missed that link with all the info. Thanks for clearing this out for me. Share this post Link to post Share on other sites