HorribleGoat 1473 Posted May 24, 2017 21 hours ago, Whitefame said: HorribleGoat, in your youtube video for the lost dragons camouflage test you get a much cleaner look then what I currently get. did you use a different rvmat for that effect? Sorry didnt spot your question before! The man is made completely invisible and the effect is done with the attached blue blobs that get the refraction effect cleanly. Its only tweaked a bit so that I get the noise blurry effect and not just the normal glass like see through. Share this post Link to post Share on other sites
Rayko 112 Posted May 24, 2017 I can't see enemy on the distance over 100m in multiplayer due to my grafics and small monitor! Now with this mod i won't see enemy in 10meters! I'm totally f@cked!))) Spoiler Share this post Link to post Share on other sites
HorribleGoat 1473 Posted May 24, 2017 30 minutes ago, Rayko said: I can't see enemy on the distance over 100m in multiplayer due to my grafics and small monitor! Now with this mod i won't see enemy in 10meters! I'm totally f@cked!))) Reveal hidden contents Lucky for you this isnt exactly a mod yet but a theory on how the effect could be made! :D 1 Share this post Link to post Share on other sites
haleks 8212 Posted May 29, 2017 Not sure why you're posting that video here; I mean it's just a lame HideObject - hence why the AI doesn't even react when shot upon. 1 Share this post Link to post Share on other sites
HorribleGoat 1473 Posted May 29, 2017 @sammaelI wouldnt want to promote ripped content on my thread so could you remove the link. 1 Share this post Link to post Share on other sites
sammael 366 Posted May 29, 2017 2 hours ago, HorribleGoat said: @sammaelI wouldnt want to promote ripped content on my thread so could you remove the link. it was video.Not link to download or something. this mod stay on SW 2 years -so I`m not doing something illegal. anyway-I remove this. Share this post Link to post Share on other sites
R0adki11 3949 Posted May 29, 2017 12 minutes ago, sammael said: it was video.Not link to download or something. this mod stay on SW 2 years -so I`m not doing something illegal. anyway-I remove this. Please think before you post, and if you know its a illegal content, perhaps report it on steam. Anyway back on topic. Share this post Link to post Share on other sites
namenai 0 Posted May 12, 2018 Any updates on this? Im curious if anything OP did could be done via scripts rather then configs because well...I have never done anything with configs before. So im curious if anyone's got some sort of example/demo I can learn off of. Share this post Link to post Share on other sites
HorribleGoat 1473 Posted May 14, 2018 On 5/12/2018 at 7:12 PM, namenai said: Any updates on this? Im curious if anything OP did could be done via scripts rather then configs because well...I have never done anything with configs before. So im curious if anyone's got some sort of example/demo I can learn off of. Have not really come up with anything else related to this. Hiding default characters/objects that dont directly support the refracting shader can be done with different means but they may not look as nice. For example hiding the whole object and attaching another object on top of it that can use the refracting shader. Share this post Link to post Share on other sites
-Lucas 8 Posted September 29, 2018 On 23/5/2017 at 3:20 PM, Whitefame said: Its a really cool effect, put it into an ODST suit today :Dhttps://gyazo.com/69e19eb9a720b3acf19bb1734758d951 Can you instruct me or just send me files or a guide to do this? This is freakin awesome... Share this post Link to post Share on other sites
cervantes 330 Posted May 18, 2020 Hi here 🙂 i actualise this topic because i working a mimetic cloak for my nautilus submarine. In first ty very much for your experiences share with refract shader in materials. I obtain this rendering with rvmats and super shader apply on my model and your rvmat apply a cloak 🙂 but underwater i observing troubls with alpha chanels and this do not working corectly. but we can apply a refract shader with next pass that is diferent effect but fix a troubls with water alpha chanels and permit also one light refraction and cloak, the model is cristalised. i send a movie when i obtain one conection on my computer. Share this post Link to post Share on other sites
stburr91 1002 Posted May 18, 2020 Just a heads up for anyone playing around with this concept. You cannot see the refraction effect through many of the optics, such as the RCO. Test it for yourself, look at the exhaust on a vehicle, you will see the refraction effect. Then look at it through the RCO 2x scope, the refraction effect is no longer visible. Share this post Link to post Share on other sites
cervantes 330 Posted May 18, 2020 yes that is a alpha chanel troubls stburr91. you can't see refract because alpha chanel from your scope create this troubl 😉 Share this post Link to post Share on other sites
cervantes 330 Posted May 18, 2020 ok finaly my conection is restored 🙂 you can see here in first a basic refract rvmats you have write with alpha troubls and my alternative with nextpass. with next pass you obtain one cristalised textures effects and you can off course disable a lights and shadows refractions on the model for obtain one correct mimetic effect 😉 ambient[]={5,5,5,1}; diffuse[]={0,0,0,1}; forcedDiffuse[]={0,0,0,1}; emmisive[]={0,0,0,0}; specular[]={0.5,0.5,0.5,1}; specularPower=2000; mainlight = "none"; nextPass="Nautilus\camo\sklo.rvmat"; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="nautilus\camo\refract_ca_nohq.paa"; //texture="nautilus\data\tex_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0,0,0,1,DT)"; uvSource="worlPos"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0.0,0.0,0.0,0.2,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="#(argb,8,8,3)color(1.0,1.0,1.0,1.0,AS)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="#(argb,8,8,3)color(1,0.7,1,0,SMDI)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { //texture="nautilus\camo\refract_ca.paa"; texture="nautilus\camo\refract_ca_disp.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage7 { texture="nautilus\camo\refract_ca.paa"; useWorldEnvMap="true"; uvSource="worlPos"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; your rvmats with super shader and nextpass define. ambient[]={5,5,5,1}; diffuse[]={0,0,0,1}; forcedDiffuse[]={0,0,0,1}; emmisive[]={0,0,0,0}; specular[]={0,0,0,1}; specularPower=2000; renderFlags[] = {"NoTiWrite","NoReceiveShadow"}; mainlight = "none"; PixelShaderID = "Refract"; VertexShaderID = "Super"; and sklo rvmat you can observing i use a renderflags with noreceiveShadow and mainlight = "none"; this permit to refract a lights and shadows 😉 2 Share this post Link to post Share on other sites
cervantes 330 Posted June 9, 2020 finaly after learn more about a super shader and refract shader i have finaly find a simple way for simulating a cloaking with super shader 🙂 nextpass working only with glass shader and refract shader do not use stage in material file and c'ant be used for simulaing a cloaking. the first rvmat describe on this topic not working corectly because a stages define in rvmat is not corectly defineds. a stage 2 and stage 6 for super shader required fresnel value instead textures. specular[] = {0.1,0.1,0.1,0}; permit to reduce a light reflection on the fresnel and offering one really good rendering and light refraction for this shader. of course a stage7 reflection is also important i have working mu custom _co texture for that . Spoiler ambient[] = {1.0,1.0,1.0,1}; diffuse[] = {1.0,1.0,1.0,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; //specular[] = {1,1,1,1}; specular[] = {0.1,0.1,0.1,0}; specularPower=80000; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="nautilus\camo\refract_ca_nohq.paa"; uvSource="none"; }; class Stage2 { //texture = "#(argb,8,8,3)color(0.1,0.1,0.1,0,DT)"; texture = "#(ai,64,64,1)fresnel(1.4,0.3)"; uvSource="none"; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0,MC)"; uvSource="none"; }; class Stage4 { texture="#(argb,8,8,3)color(1,1,1,1,AS)"; uvSource="none"; }; class Stage5 { texture="#(argb,8,8,3)color(1.0,1.0,1.0,1,SMDI)"; uvSource="none"; }; class Stage6 { texture = "#(ai,64,64,1)fresnel(1.4,0.3)"; uvSource="none"; }; class Stage7 { useWorldEnvMap="false"; texture="nautilus\camo\refract_co.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; Share this post Link to post Share on other sites
HorribleGoat 1473 Posted June 10, 2020 @cervantes Looks like youve put some effort into this indeed. Do you have any pictures on how that material you set up looks like in game? I do wonder about your use of fresnel in the stage2 as that stage is supposed to take in a texture file. Are you sure what you put in it does anything? Share this post Link to post Share on other sites
cervantes 330 Posted June 10, 2020 yes for that i have check a window_set rvmat works by bohemia and check diferent customs rvmats works for glass or windows for customs projects and see a DT can be replaced by fresnel in the stage2 ;). how you can see on this movie a nautilus is one large submarine and is really hard visual detection when he are underwater and static 😉 also my _CO texture is working in black and white color for a perfect neutral adaptation to env colors around a submarine. this texture is one simple white alpha bubulle on totaly black background color 🙂 Share this post Link to post Share on other sites
HorribleGoat 1473 Posted June 10, 2020 Thats pretty cool indeed! From distance its probably impossible to see if it stays transparent like that and does not have any reflections that would give it away. Im myself still looking into how to best use the refraction shader as I like how it looks like the air simmering. I dont think that effect can be done with other shaders Share this post Link to post Share on other sites
cervantes 330 Posted June 10, 2020 yes i have also testing this damned shader ^^ but you are alone actualy to find this reaction with super shader 😉 but this shader do not work corectly with alpha chanels and he are totaly usless underwater and with alpha optic textures 😉 i have discovering one interessant addons in steam workshop for add a pbr shader into arma3. that is one really amazing shader and that working with substance painter. but im really noob with substance painter i use that actualy with blender for unwraps my uvs and decimate polygons for my shadow volumes 😉 and i have no idea how working a custom shader for arma3. i think if you really want use refract shader to work yourself a custom refract shader 😉 Share this post Link to post Share on other sites
CptDumbo 0 Posted June 24, 2020 On 6/10/2020 at 2:45 PM, cervantes said: yes for that i have check a window_set rvmat works by bohemia and check diferent customs rvmats works for glass or windows for customs projects and see a DT can be replaced by fresnel in the stage2 ;). how you can see on this movie a nautilus is one large submarine and is really hard visual detection when he are underwater and static 😉 also my _CO texture is working in black and white color for a perfect neutral adaptation to env colors around a submarine. this texture is one simple white alpha bubulle on totaly black background color 🙂 I'm trying to get this same effect and script it for a mod someone else made (with their permission). I'm pretty sure I have all the right files but I am new to texturing and kinda lost on how to create the rvmat file. Would you mind explaining how to do this? Share this post Link to post Share on other sites
HorribleGoat 1473 Posted June 24, 2020 rvmat files are basically text files that are renamed as filename.rvmat instead of filename.txt You may need to turn off file extension hiding that is on by default in windows. Share this post Link to post Share on other sites
CptDumbo 0 Posted June 24, 2020 1 hour ago, HorribleGoat said: rvmat files are basically text files that are renamed as filename.rvmat instead of filename.txt You may need to turn off file extension hiding that is on by default in windows. LOL thank you so much! ...I feel dumb. Share this post Link to post Share on other sites
cervantes 330 Posted July 8, 2020 hi CptDumbo d'ont forget also your rvmats files apply on your model required a super shaders for you can aplly a rvmat cloaking with setObjectMaterial 🙂 Share this post Link to post Share on other sites
marki980908 23 Posted October 13, 2020 I am sorry for being dumb, but I am currently a bit confused on how to get this work, could anyone let me how to get this to work? When I saw it I thought it was code I could put in for example; vehicles init, but that doesnt seem to be the case Share this post Link to post Share on other sites