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Hi there,
so this i my first post here. And i would like to say "hello" to all of you. My name is "Olaf", i'm not 100% new to scenery design, but i paused for the time of more then 13 years. And as i can see, there are lot's of new things in developement to learn. And so it goes that i have a question about the specular map (Not the firs guy here).
I'm working with 3DS Max 2015 and the Prepar3d v2.5 Sim. I've build a Hangar with a base part that is made of a concrete socket, and the upper part is build from metal. So what i would like to do, is to build a specular map that makes the upper part a bit more "shiny" than the lower part. I know, the difference between "Shiny" and "Reflection". I don't want to build a reflection map. So i allready create a grayscale map and take the material to the "Specular" part of the Material Editor in 3DS max. I've turned on:
At "Blinn Basic Parameters":
Specular: Gray (128,128,128) (M)
Specular Level: 60
Glossiness: 0
Soften: 0,0
At "Flight Simulator Extendet Parameters":
"Blend environment by specular map alpha"
"Use Global Environment map as reflection" to "Checked"
"Specular Map Power Scale" to "60"
So, the effect is working at Prepar3d v2.5. But... when i move backwards from the object, it is going to be like "Fade to black", or "out colored". You know what i mean? Straight ahead in front of the building, near to the object, it's colored and the shiny effect i still there. Moving away turnes the object to be "Black".
What can it be?
And my next question: Is there a way, to use the Alpha Channel inside the Diffuse Map for the Specular Level? So that i don't need a'n extra Scepular Map?
Thx for the answers, and i'm sorry about my weak english
so this i my first post here. And i would like to say "hello" to all of you. My name is "Olaf", i'm not 100% new to scenery design, but i paused for the time of more then 13 years. And as i can see, there are lot's of new things in developement to learn. And so it goes that i have a question about the specular map (Not the firs guy here).
I'm working with 3DS Max 2015 and the Prepar3d v2.5 Sim. I've build a Hangar with a base part that is made of a concrete socket, and the upper part is build from metal. So what i would like to do, is to build a specular map that makes the upper part a bit more "shiny" than the lower part. I know, the difference between "Shiny" and "Reflection". I don't want to build a reflection map. So i allready create a grayscale map and take the material to the "Specular" part of the Material Editor in 3DS max. I've turned on:
At "Blinn Basic Parameters":
Specular: Gray (128,128,128) (M)
Specular Level: 60
Glossiness: 0
Soften: 0,0
At "Flight Simulator Extendet Parameters":
"Blend environment by specular map alpha"
"Use Global Environment map as reflection" to "Checked"
"Specular Map Power Scale" to "60"
So, the effect is working at Prepar3d v2.5. But... when i move backwards from the object, it is going to be like "Fade to black", or "out colored". You know what i mean? Straight ahead in front of the building, near to the object, it's colored and the shiny effect i still there. Moving away turnes the object to be "Black".
What can it be?
And my next question: Is there a way, to use the Alpha Channel inside the Diffuse Map for the Specular Level? So that i don't need a'n extra Scepular Map?
Thx for the answers, and i'm sorry about my weak english