Loggieman 1 Posted March 28, 2021 I made a custom model in blender, uvmaped it got it into arma, and there is 1 problem that remains, ingame in the virtual arsenal when light shines on the model it makes a wierd glossy appereance. I used arma 3 vanilla for _nohq, _smdi and _as textures. Model has default blender material settings, and when i tweak specular power setting in the rvmat file, glossynes appears less but is still visible. rvmat: " class StageTI { texture = "holster1\data\test_ti_ca.paa"; }; ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,1}; emmisive[]={0,0,0,0}; specular[]={1,1,1,1}; specularPower=30; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="holster1\data\vest_carrierrig_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(0.5,0.5,0.5,1,DT)"; uvSource="tex"; 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,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="holster1\data\vest_carrierrig_as.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="holster1\data\vest_carrierrig_smdi_test.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(1,0.7)"; uvSource="none"; }; class Stage7 { texture="a3\data_f\env_co.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; " pictures of problem: specular power 30https://imgur.com/sII83zL specular power 300https://imgur.com/F1x8oPK Share this post Link to post Share on other sites
NightIntruder 710 Posted March 30, 2021 First, you shouldn't use "default Arma3" _nohq, _smdi and _as maps for custom model and its diffuse texture(s), unless the model is almost exactly the same. If it's the case, at first I would check the name of the _smdi map, since its suffix should've been like "_smdi.paa", and not "_smdi_test.paa" because the A3Tools may fail converting it correctly. Then, I would look into your fresnel settings which might be the source of the problem. You may take a look here, at ARMA2 rvmat templates and see which settings may be useful for your model.https://community.bistudio.com/wiki/Material_templates Some website with fresnel curves for multiple materials:https://refractiveindex.info/ 1 Share this post Link to post Share on other sites
Loggieman 1 Posted March 30, 2021 Models are very similar and the "smdi_test.paa" was intentional. Fresnel was also not the problem, however that first link was very helpful, according to it, the specular settings for cloth should be "specular[]={0.03};", so i changed it to "specular[]={0.03,0.03,0.03,0.03};" (idk if multiple numbers in a sequence is different to 1 number) but that resolved my problem i also adjusted the fresnel as instructed on that link and put it side by side with original settings but it didnt make any visible difference. rvmat v1 (specular 0.03, fresnel 1.32,0.94):https://imgur.com/677zm0f rvmat v2 (specualr 0.03, fresnel 1,0.7):https://imgur.com/2z2Eapb Thank you for your help! 😄 1 Share this post Link to post Share on other sites