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FSXA How do I make windows look shiny?

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...like glass?

I tried so many different settings in GMAX using speculars but still my windows are opaque.

Any help?
 
Well you can try turning the Opacity down from 100%? And don't forget to press the Set Default Transparency button. For more than that someone else will have to answer...
 
For FSX check the use Global Environment map as reflection in the extended material rollout

You can also use Modulate by Inverse of diffuse alpha to paint shiny things as a black/grey in the alpha channel.


Sent with Tapatalk for iPhone
 
I'd like to ask more than answer to the question.
Are there any "preset material" that we can use as a template and change only the bitmap?
It could take less time for trial and error.
Such as :
A building with reflection windows.
A metal plate with bump map for the metal roof.
A car with reflection windows and shiny metal body parts.
A window with partially transparent and reflection as well.
So new developer can follow and take some setting to suit what he likes.
 
That's a good suggestion to have some templates.

On my ModelConverterX wishlist I also have an item to provide such templates in the tool. Haven't had time yet to implement them though :).
 
Wow, it worked really great!!

Thanks for the fast support guys.
Here's the proof:
 

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Hello,

Sorry to hijack your thread but I was just messing with this today.

I have managed to get my window semi-transparent using alfa channel in dxt3 texture and I managed to get my window with reflection.

What I can't seem to accomplish is to have both transparency AND reflection.

No matter what setting I have, I just get one or the other. I've trying using specular map (without alpha, do we need alpha in specular map?) but nothing.

Any clues please?

EDIT: Here is what I use for textures:

transpshine.jpg




Kindly,

Blazer
 
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For semi-transparent materials, it is often easier to use diffuse only for transparency (frame buffer blending)

Using spec-alpha to modulate the reflection (use this material setting checkbox, instead of the "inverse of diffuse alpha" one)

This gives you independent control of reflection and transparency, and makes your life much easier.
 
For semi-transparent materials, it is often easier to use diffuse only for transparency (frame buffer blending)

Using spec-alpha to modulate the reflection (use this material setting checkbox, instead of the "inverse of diffuse alpha" one)

This gives you independent control of reflection and transparency, and makes your life much easier.

Hello,

Many thanks. When I tried this, I get the transparency and also reflection, but the reflection does not match my specular texture, as not only the windows are reflected but the walls too.
 
Remember that you are using SpecAlpha (Not inverse alpha, as with the diffuse switch)

The bulk of the alpha channel therefore needs to be black, with lighter colours where the "shiny" bits are.

This is the inverse of the way the channel is used on diffuse textures.
 
I think it is easy to remember this way:
1. Specular is the color light that reflect out. So you can paint it to any color except black, whick is not reflect.
2. Specular alpha is the strength of the reflection. The white reflects more than black.
The way you do alpha channel of specular (not alpha channel of diffuse, they are not the same, the wall (white area) will reflect more than the windows (black area). You need specular alpha in specular texture. You cannot use diffuse alpha in specular alpha.
I spent a few min. to modified you picture here to help more understanding


alpha.jpg

Specular texture has its own alpha channel. The diffuse texture will tell how the color reflec out. The texture that you have, the model will reflect white color out. You can try painting green to the white glass and the green color tint glass will be. Alpha channel that I add in will make the model reflect just only the window (white area in alpha) and the wall will reflect nothing (black area in alpha). If you want the wall to shine but not reflect, try to paint grey color to the wall in specular texture and stay black in alpha channel.

Diffuse texture has its own alpha channel too. But the alpha here control transparency not the reflection.

Try to play around in a simple model you will get more understanding.
Good luck.
Tic
(PS. I think you should use DXT5 instead of DXT3, I think it compressed more)
 
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