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Hey

 

I'm having a lot of difficulty trying to get a material to look half decent.

It's supposed to be a smooth, and therefore quite reflective, metal.

 

I've done as much reading as I can into SMDI maps and as far as I can tell the G channel can be used to set specular level while B sets smoothness.

So I appplied an SMDI map with pure white in the Blue channel as a test but the material still doesn't remotely look like a smooth metal.

 

I'm not aware of any 'metalness' parameter for materials in Arma, nor any way to set how reflective a material is, so I'm a bit lost on how to get this looking good now.

Any advice would be very welcome.

 

 

Thanks,

Law 

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Can you post your RVMAT and screenshot?

Reflectivity in A3 is done by specularPower value, enviroment map in your rvmat -  Stage 7 fresnel values and SMDI map channels.

https://community.bistudio.com/wiki/RVMAT_basics

https://community.bistudio.com/wiki/Static_Environmental_Reflections

https://community.bistudio.com/wiki/Super_shader#6._Fresnel_function

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57 minutes ago, Yano said:

Can you post your RVMAT and screenshot?

Reflectivity in A3 is done by specularPower value, enviroment map in your rvmat -  Stage 7 fresnel values and SMDI map channels.

https://community.bistudio.com/wiki/RVMAT_basics

https://community.bistudio.com/wiki/Static_Environmental_Reflections

https://community.bistudio.com/wiki/Super_shader#6._Fresnel_function

 

Interesting that specularPower impacts this? I had been thinking specular power would only impact...well...specular highlights.

I did wonder about the environment map but hadn't had much success playing with it so far.

 

 

RVmat so far:

class StageTI
{
    //texture="#(argb,8,8,3)color(0.5,0,0,0,TI)";
	texture = "a3\weapons_f_beta\launchers\titan\data\launcher_ti_ca.paa";
};

#define _ARMA_

ambient[] = {0.79600036,0.79600036,0.79600036,1};		//multiplies color values (color texture R,G,B,A) of the surface that is not lit by main directional light.
diffuse[] = {0.79600036,0.79600036,0.79600036,1};		//multiplies color values of the surface that is lit by main directional light.
//forcedDiffuse[]={0,0,0,0};		//Part of the diffuse lighting that is reflected on surface in shadow
forcedDiffuse[]={0,0,0,1};		//Part of the diffuse lighting that is reflected on surface in shadow
emmisive[]={0,0,0,0};		//Also called Luminescence. Values give amount of light that surface shines by itself. Use it for light sources. It will appeal shining but will not light anything around it.
specular[] = {0.16100001,0.16100001,0.16100001,1};		//Colour and brightness of specular reflections
specularPower=70;			//Default 30. Also called Glossiness. Defines how sharp the hotspot will be. Some shaders use IRRADIANCE TABLE instead of this value.
PixelShaderID="Super";		//Shader name	
VertexShaderID="Super";		//Shader name	


class Stage1
{
	texture="law_myMod\addons\law_myAddon\data\blank2k_nohq.paa";		//path to your normal map
	//texture="a3\weapons_f_beta\launchers\titan\data\launcher_nohq.paa";		//path to your normal map
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {1,0,0};
		up[] = {0,1,0};
		dir[] = {0,0,1};
		pos[] = {0,0,0};
	};
};


class Stage2
{
	texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {8,0,0};
		up[] = {0,8,0};
		dir[] = {0,0,1};
		pos[] = {0,0,0};
	};
};


class Stage3
{
	texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {1,0,0};
		up[] = {0,1,0};
		dir[] = {0,0,1};
		pos[] = {0,0,0};
	};
};


class Stage4
{
	texture="#(argb,8,8,3)color(1,1,1,1,AS)";
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {1,0,0};
		up[] = {0,1,0};
		dir[] = {0,0,1};
		pos[] = {0,0,0};
	};
};


class Stage5
{
    texture="law_myMod\addons\law_myAddon\data\hvmMetal2k_smdi.paa";			//Optimised Specular Map.	R=1,	G=Specular,		B=roughness (black=rough)
	//texture = "a3\weapons_f_beta\launchers\titan\data\launcher_smdi.paa";
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {1,0,0};
		up[] = {0,1,0};
		dir[] = {0,0,1};
		pos[] = {0,0,0};
	};
};


class Stage6
{
	//texture = "#(ai,32,128,1)fresnel(1.3,1.7)";		//Fresnel
	texture = "#(ai,16,2,2)fresnel(0.46,0.36)";
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {1,0,0};
		up[] = {0,1,0};
		dir[] = {0,0,1};
		pos[] = {0,0,0};
	};
};


class Stage7
{
	//texture = "a3\data_f\env_land_co.paa";
	texture = "a3\data_f\env_land_plastic_co.paa";
	//texture = "law_myMod\addons\law_myAddon\data\missileMetal2k_co.paa";
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {1,0,0};
		up[] = {0,1,0};
		dir[] = {0,0,1};
		pos[] = {0,0,0};
	};
};


//law_myMod\addons\law_myAddon\data\launcher_lta.rvmat

 

Don't really know how to share an image here. I can see you can do it with a URL but I don't have anywhere to upload it to 😕

 

 

 

Cheers

Law

 

 

 

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