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60r3cut
Joined: 14 Nov 2007
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eddy3spain
Game Master
Joined: 03 Jan 2005
Posts: 1348
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Posted: Thu Mar 13, 08:37 |
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You can see there the different parts of the car.... just paint them or search the template (I don't know if there is a template).
The alpha channel works this way:
100% White - 100% reflections
0% White - 0% Reflections (used for parts that shouldn't be reflective, like plastics or bottom of the car)
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Giorgio262
Joined: 10 Oct 2006
Posts: 384
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Posted: Thu Mar 13, 17:34 |
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...And, perhaps, the percentages in between should grant different levels of reflectiveness? Because I see sometimes there are skins and cars (in RBR) that have those damn B-pillars completely flat, and it looks so unreal, since even flat plastic finish parts do reflect a bit of light, in the real world. Feels like they behave like mini black holes absorbing all the light. That is clearly visible on my pc, in particular, since I use rather aggressive shaders settings, on both body and glass parts. On the other side, 0% reflectiveness should do just great for those little extra air intakes and outlets that may not be included in the 3d model. I'm thinking about cars like the Octavia in the recently released HRC 2007 mod. That skin in particular has a couple of additional sets of air outlets on the bonnet, but being they received no special alpha channel settings, they do look like they're black stickers.
Also Kazhol Focus family (which is not on the same level of Eddy's 2000 and 2001 models) have those flat B-pillars (and the little triangular bit behind the rear side windows as well), while the real car has a much more reflective finish there. And there's also the C4 by Kubrt. Well, and the list could be longer.
Another question Eddy: through alpha channel is it possible to select both transparency and reflectance levels for a given part of a texture? |
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60r3cut
Joined: 14 Nov 2007
Posts: 18
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Posted: Fri Mar 14, 09:20 |
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Thanks a lot for the information.
One thing I can't figure out... Is the alpha channel applied in PS or in 3dsmax? Thanks a lot,
Patrick |
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Jun-young Park
Joined: 28 Feb 2008
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eddy3spain
Game Master
Joined: 03 Jan 2005
Posts: 1348
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Posted: Sun Mar 16, 13:15 |
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Giorgio262 wrote: |
Another question Eddy: through alpha channel is it possible to select both transparency and reflectance levels for a given part of a texture? |
You can select only one function for the alpha. Or transparency or reflectiveness, but never both functions. For that you need another texture with just the alpha for the other function you want. All that can be set at the shaders.ini
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Jun-young Park
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