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Hey comrades, after many hours of figuring this out and tinkering I thought perhaps I may save someone else the struggle. Getting the emissions to look similar to the ones already in the sim was long an arduous. In real life glass is both reflective and transmissive and trying to recreate that was especially tough. Any window you look at both reflects the world and reveals what is beyond unless it is tinted or very bright outside and dark inside, the one way mirror effect. In the sim i have seen either the glass was transparent or totally opaque. for large airports where treatsments are applied ot glass it looks okay, but small building and small airports, it did not look real to me! Although what I have accomplished still does not look real to me it does look familiar and fits, which is what my goal was. i could spend years and get it right but the framerate would be zero haha. so here ya go, I hope this helps and stay tuned for my KEDU-University Airport release at the end of the month.
SETTINGS FOR BUILDIING EMISSIVE TEXTURE AND WITH GLASS OVERLAY
Surface – bdsf, Christian B
BLUILDING settings Glass Settings
Rough scale though Blend threshold all 1.0
Double check the nodes in shading that “emissive tint” for building reads 0-0-.814 if you do not have glass panels overlaying the texture and settings of 0-0-.35 if you do have glass panels overlaid, here is where you may change the HSV to tint your imissions but leave the 3rd value as stated above. Also not on your texture map use white and grey and black that way the white areas will get tinted as expected. On emissive tint mix I left everything alone.The reason is, the glass panels, in order to provide reflection during the day or rain etc, they absorb or deflect some of the emission value at night. In my attached examples the building on the left does not have any glass panels whereas the small one on the right does. End result, at night they both emit the same amount of light.
I hope this save someone all the hassle I went though
SETTINGS FOR BUILDIING EMISSIVE TEXTURE AND WITH GLASS OVERLAY
Surface – bdsf, Christian B
BLUILDING settings Glass Settings
- Base Color albedo-detail mix white
- Meta 0 0
- Spec .012 1
- Spec tint 0 0
- Roughness . 766 0
- Set zero for anisotropic through clearcoat roughness
- Clear coat R . 055 0
- IOR 1.450 149.8/150
- Transmission 0 1
- Trans. Rough 0 0
- Emission emissive detail mix hsv=0-0-0-1(apha)
- Normal Norm map node alpha multiply
- Alpha 1 multiply
- Clearcoat N default
- Tangient default
- Alebedo color HSV 0-0-1 HSV 0-0-1
- BLDG Emissive Color w/o glass overlay HSV = 0-0-.814 w/glass overlay HSV = 0-0-.35
- GLASS emissive color HSV= 0-0-0
- Alpha Multiply .55 .12
- Day night yes yes
Rough scale though Blend threshold all 1.0
Double check the nodes in shading that “emissive tint” for building reads 0-0-.814 if you do not have glass panels overlaying the texture and settings of 0-0-.35 if you do have glass panels overlaid, here is where you may change the HSV to tint your imissions but leave the 3rd value as stated above. Also not on your texture map use white and grey and black that way the white areas will get tinted as expected. On emissive tint mix I left everything alone.The reason is, the glass panels, in order to provide reflection during the day or rain etc, they absorb or deflect some of the emission value at night. In my attached examples the building on the left does not have any glass panels whereas the small one on the right does. End result, at night they both emit the same amount of light.
I hope this save someone all the hassle I went though