lawman_actual 24 Posted April 19, 2020 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 Share this post Link to post Share on other sites
Yano 18 Posted April 20, 2020 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 Share this post Link to post Share on other sites
lawman_actual 24 Posted April 20, 2020 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 Share this post Link to post Share on other sites
Yano 18 Posted April 20, 2020 same rvmat. different values of specularPower https://postimg.cc/CRFS7Hbr Share this post Link to post Share on other sites
lawman_actual 24 Posted April 21, 2020 14 hours ago, Yano said: same rvmat. different values of specularPower https://postimg.cc/CRFS7Hbr Thanks Yano, very useful. Hopefully I've got it now, but we'll see... Share this post Link to post Share on other sites