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FSX Windows reflection

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482
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hungary
Hello Guys!


This is my first time working with FSX Gamepack. I try to make some windows with reflection. Although I have read the SDK tutorial I get a strange reflection on my object. THe whole object is reflecting:

2urwebl.jpg


This is my alpha channel. BMP DXT3 on diffuse slot.

14w80o6.jpg


And here is my material (FSX material):

122dxdc.jpg


1se2y0.jpg


mtq9hu.jpg


14d26ae.jpg


Can somebody tell me what is the mistake here?

Maybe could you please send me a working example for window reflection? I've checked the SDK's oil rig, but it has really a lot of material I can not distinguish which one is assigned.

Thanks a lot!
 
Hi when you applied the texture in the texture editor had you the whole object selected? If so then the reflection is applied to the entire object. For this to work correctly you need to make sure that each window is a separate polygon (you can do this by cutting until each window is its own polygon).

Then select polygon mode and select a window (will be highlighted in red for polygon mode) and apply the reflection settings here and then the normal texture settings (no reflection) to the rest of the building.

Terry
 
You can get the reflection by applying only one material on this object, no need for separate polys. the alpha channel will put reflection where you want it

Usually, I never have an alpha channel on my diffuse texture unless I want some transparency. However, in principle, your method should work using the inverse of diffuse alpha...

Anyways, what I do is this:

By the way, I dont think you need the frensel reflection box checked...

-Diffuse with no alpha
-Apply a specular map texture in the slot:

Specular Texture
-Black texture with windows painted in light blue
- Alpha Channel: Black texture with windows painted light grey (lightness adjusts reflection strength here)

On material settings blend environment by specular map alpha, and use global env.map

this should be it
 
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Hmmm

Using a multibit alpha in the diffuse slot is a good way to get a texture efficient reflection for scenery objects.... but you have a spec map specified ... so you may wish to configure that to modulate reflection instead (or remove it)

I think the problem may be the Fresnel Reflection check box, with no fresnel map specified. Not quite sure what effect this will have, but it is not required.

Assuming your texture is saved properly as DXT3 or DXT5, the other settings look ok to me and should work fine.

And no, you don't usually need (or want) to add extra polygons to make reflective surfaces) -- at least not for scenery objects.
 
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Thanks for your answer! It is very helpfull (as allways).

I'll check what hek293 is describing.

I'll post the result.

Is there somewhere a gmax source example available? Only with glass refelection.


Cheers
 
Hello Guys!

I'm closer and closer to the success but it is still not what I want. Could you please help me?

I use now an other object. I did the following setup in gmax:

4rqqg7.jpg


qyh3zr.jpg


2hd3za8.jpg


262wiyv.jpg


This is the specular map:

24fcs4p.jpg



The result is very strange...I would say it is ugly:

If I'm at this distance, you can't see any reflection.

2079k6v.jpg


When I'm close enough than this is the result:

2vsixcl.jpg



What do you suggest?
 
Hello Guys.

In the meanwhile I've realised I did not created mip-maps for the specular texture, that is the reason why it was not visible from far away.

I also realized the reflection works correctly but you have to see the object from below.

14nh3wy.jpg


I think I'll create own reflection map because the default is a little bit ugly.
 
that's better... :)

I noticed that your specular alpha is a bit too strong, you might want to reduce its lightness a bit, it will look much more realistic. ;)
 
Thank you. Yes the reflection is too much, we inentionaly put like this. We will decrease it with some finetuning.

Yesterday I managed to attach a reflection map. I've used a refmap from an other scenery. It works.

Now we try to make an own reflection map. But it did not work. So just to confirm, the reflection map has to be in DDS with DXT5 or what else formating rules are present?

2cfp92a.jpg
 
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