Texturing problem

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

Texturing problem // Archive: Tech Forum

1  |  

Post by thierry_st_malo // Feb 22, 2006, 4:41am

thierry_st_malo
Total Posts: 10
Hi, all!

OK, basically I am still using tS6.6, but I do have a copy of tS7 and I'll switch completely to it as soon as the Developer's Guide will be available. Also, I think that my problem is an understanding problem, i.e. version-independent.

As you can see from {Image1} I am completing a model of the British battle-cruiser HMS Lion as she was at Jutland.

As you can see also, I have texturing problems. Wherever there are no portholes, the hull looks different (clearer or lighter, I don't know which word is correct) from where there are portholes.

As far as I can see, I use two equivalent textures, two 24-bit BMPs with the same basic color: RGB(160,160,191) but with different sizes (TexLion: 256x256, Tex2: 64x64). Yet they have very different reflectance panels in the Material Editor (see {Image2} and {Image3}). How come? Can you help?

Thanks in advance,

Thierry

Post by Tiles // Feb 22, 2006, 4:55am

Tiles
Total Posts: 1037
pic
Well, you have two different shader and shader settings. And so you will see a hard border where those two textures will meet. Because it is different material with different reaction to light. Like at the hull middlepart and frontpart. I would suggest to use one shader for both materials where you need one fitting look. With identical shader settings. Else you will again stumble into a visible border.


I would also suggest to increase the LUM a bit. LUM at zero is not this good in my opinion.

Post by spacekdet // Feb 22, 2006, 7:57am

spacekdet
Total Posts: 1360
pic
You'll need to match the reflectance shader settings.
It looks like one is phong and one is Caliphong.
You can right-click on the slider panel to get a numerical input so that you can match setting exactly.
The one with the portholes has a reflection value that the other one does not have. If you are trying to only make the portholes reflective, it would be better to use a second texture layer with a mask so that only the portholes are shinier/reflective as if they were glass. Convert the porthole texture to a black and white image to create the mask.
EDIT: Awesome model!

Post by ProfessorKhaos // Feb 22, 2006, 10:59am

ProfessorKhaos
Total Posts: 622
pic
You might be able to get away with the different reflectance shaders but the common settings between the two should be equivalent.


From what I see your specular setting is maxed in the first case and is zeroed in the second. Reflection in the first will throw off the model as well since the second has no reflection capability whatsoever. Far simpler to make them the same reflectance shader unless you have sufficient reason not to.


Very nice job on the modelling! :)

Post by hemulin // Feb 22, 2006, 11:40am

hemulin
Total Posts: 1058
pic
Are you just wanting to have the reflectance for each object to be the same, or at least to show the same number of sliders (plz excuse the non technical vocabulary).


If so just right click on each of the relectance panels and select something like an enhanced plastic or metal for each one - and then you can tweak them both to how they need to be.


Hope this helps:o

Post by thierry_st_malo // Feb 23, 2006, 8:24am

thierry_st_malo
Total Posts: 10
Thanks to you all, you have put me on the right track! As you can see, things have improved very much even though I still have a few things to sort out with reflectance shaders :D .

If you are amused, you can download a .3DS version of the model at www.tvi-sarl.com (this is NOT a commercial site).

Cheers,

Thierry
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn