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Reflection and trasparence effect

  • Thread starter Thread starter l52
  • Start date Start date

l52

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Hello to all.
I'm new user of Gmax and ModelConverterX.
I created some objects with the reflection effect on glass ... and everything seems ok in FSX.

Can anyone tell me if possible set the reflection effect at the same time with transparency ... on the same polygon;

If yes, someone can me explain how to set the things up in Gmax and into ModelConverterX.

Last thing:
- Gmax does not have a rendering engine .. can you tell me what free program I could use alternatively to have this feature? ... I know that Blender could be ok ... but can I will import objects into ModelConverterX?

Thank you in advance.
 
Hello...

Just to be sure... What are you referring to by reflection? Do you mean "Specular" or the environmental cube map? or simply a transparent glass with a reflection of the surrounding area, etc? The general answer is yes you can have a transparent texture with A reflection or cube map involved. Within MCX it can be done... not at a computer to give finer details though.

Why would you need MCX in conjunction with, say Blender to render?
 
Last edited:
Hi,

First of all .. thanks.

I'm referring to trasparent glass with a reflection of surrounding area ....

L52
 
In this case would be "an envirnoment map" to get those reflections. if you use the default fsx environment map this not will reflect the "real world" but one simulating a forestry environment. you could get your own environment map, creating some "cube maps" but this is another story.
Blender can export to fsx directly (with the new exporter) actually so you don't need Mcx for conversión. This matter is a Little hard so you have a hard work in the process. Creating "cube maps" and get blender renderings. but I think will deserve the effort.
 
In this case would be "an envirnoment map" to get those reflections. if you use the default fsx environment map this not will reflect the "real world" but one simulating a forestry environment. you could get your own environment map, creating some "cube maps" but this is another story.
Blender can export to fsx directly (with the new exporter) actually so you don't need Mcx for conversión. This matter is a Little hard so you have a hard work in the process. Creating "cube maps" and get blender renderings. but I think will deserve the effort.

thanks but ....is it possible obtain in the same time in the same object trasparency and reflection of the surrounding area effect, by GMAX?
 
Good question. right now not sure as when I créate the environment map just was worried about the reflection. but I guess yes. but if what you want is to reflect the environment I guess the trasparency is not imortant ¡?.you have to take into account that environment reflection not will be one in real time, just will reflect the map you have applied. just to be sure.
with the environement map you will play with the reflection strength and where the env.map will show with the specular alpha channel. I guess right now all this concepts could be hard to get as it was for me, really. but try to find some thread about this matter. environment map, cube maps , etc.
 
I don't know for FSX, but for FS9, we used a tool called MdlCommander along with the FS MakeMDL SDK. Not that the MakeMDL compiler couldn't do what you want, but it had a bug right from Microsoft which prevents the interface to show compile option from Gmax.

In GMax you create a Material, then apply a Diffuse Bitmap. On the material general options, you have both specular (sun light) and transparency. Define some level for both, like 50% opacity for your material. Export with appropriate settings.
That's how it's made for FS9. Yes : Textured with transparency (and specular) with reflection of the environment map.
Now, in FSX, you have another type of reflection, of the actual surrounding ??? is that really the actual surrounding ? I don't know but I heard of. You also have reflection (whatever type) enabled on buildings (in FS9 you had to tweak the ASM to change the TEXTURE_BULDING command to a TEXTURE_AIRCRAFT). How is that setup in GMax ? I don't know, but for something so basic possible in FS9, it must be possible in FSX (remember, most first GMax aircraft had very reflective transparent windows) Try to play with the different material textures in GMax Material Editor. Apply black and white TGAs to all the submap options along with the diffuse, alpha, etc. and export to FS.

Why I don't know for FSX is : I have FS9 much more wealthy than FSX, tons of wonderful addons that are no longer supported on FSX. FSX sucks on my computer. I had to move sliders to the left. I've installed the FSX SDK, but I'm unable to understand what will happen if I've made mistakes in the setup (too much "warnings" written in red capitals on the wiki here - scary !). I'll have a try when I have one entire day to make sure I do things right...
 
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