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Specular Mapping

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portugal
Hi,
I want to create something like this on my asphalt textures:
kack_101_ground_12.jpg
The sun reflection on the runway...
I believe this is Specular Mapping, right?
Could you guys give me an example of how the Specular texture would be in this case?
And It had to be applied through MCx, in the asphalt texture, right?

Thank you in advance. This part of the development is kind of confusing for me.
 
The specular map is kind of what it says: a texture containing specular colors.
At a point where you want a specular highlight to appear the specular texture shall have the color the highlight should have.
Black will mean no highlight at all.

a specular map can be applied in MCX as well as in Max/GMAX or Blender. It depends on your workflow.

Be aware that for ground polygons this method only works in P3D as the scasm based format used in FSX does not support specularity.
 
So, If I do a 1024x1024 px white texture, with an white alpha channel and import it with MCx into the asphalt texture will do the work?
Also, do I have to rename it _spec.dds or MCx will do it?
Thanks
 
Yeah that would work. you can name it *_spec.dds, it makes sense but is not necessary as the model file can later reference what ever name you gave the map.
By the way if you plan to make it pure white anyway maybe a texture doesn't even make sense and you rather just go for the specular color instead?
 
how do I add the color? with MCx? If the texture is pure white, and if it is possible to add a specular color instead, then that sounds a better idea ahah
Thank you so much
 
Just asking because Blender can do the specular part too and if you exported throug Blender it would make the workflow easier to do it there.

Have you been successful yet?
 
Big coincidence that he uploaded it 2 days after my post :D
Thank you for your help ;) I actually haven't had time to try it yet, but I'm sure I'll be able to do it. I'll let you know then.
 
Hi Dave,
I am trying to create similar effect, but when i include bump map (created normal map and converted into fs format) the specularity reaches almost none. How can i adjust the setting so the specularity will be as image 2 along with some bump on the surface.

Setting: Specular power scale=30

Image 1 (with only specular map)

with Specular.PNG


Image 2 (with specular and bump map)

Without bump map.PNG


Texture Used:

Specular Map:

Spec.PNG

Bump Map (with minimum bump details):
bump.PNG
Thanks.
 
Hello... Manochvarma

If I understand you correctly, what your asking is how to strengthen the bump map? It can be done in 2 ways.

1) when creating the bump (the plug-in used within your photo editor), or
2) through MCX (through material editor).

If you are referring to how the bump map responds to specular or shine of within the simulator then, I suggest looking at:
http://www.fsdeveloper.com/forum/resources/creating-specular-maps.186/.
 
Hello... Manochvarma

If I understand you correctly, what your asking is how to strengthen the bump map? It can be done in 2 ways.

1) when creating the bump (the plug-in used within your photo editor), or
2) through MCX (through material editor).

If you are referring to how the bump map responds to specular or shine of within the simulator then, I suggest looking at:
http://www.fsdeveloper.com/forum/resources/creating-specular-maps.186/.
Hi Pyscen,
Thanks for the reference. What i mean there was, the normal map (bump map) i created actually making the specular level to none. So, i need solution to make the specularity visible along with the bump map.
 
Hello...

Depending on what you are using to use the bump and specular maps... what slots are being used say within MCX for them? I can't see how a bump map could cause a specular map to not be seen.

Maybe, if you would explain how you are using them will help better understand...

Just using MCX as an example: the specular map goes into the designated slot as well as the bump map in it's slot.

Keep in mind that the above is done after the proper conversion to a normal/ bump map.

All that is needed to be done is within the reference given above as well. There is a reference in creating a normal/ bump map also within the resources section as well.
 
Hello...

Depending on what you are using to use the bump and specular maps... what slots are being used say within MCX for them? I can't see how a bump map could cause a specular map to not be seen.

Maybe, if you would explain how you are using them will help better understand...

Just using MCX as an example: the specular map goes into the designated slot as well as the bump map in it's slot.

Keep in mind that the above is done after the proper conversion to a normal/ bump map.

All that is needed to be done is within the reference given above as well. There is a reference in creating a normal/ bump map also within the resources section as well.
I have read it and i felt a bit confusing to understand it. Since i am using PSD version CC 2017, the NVIDIA plugin for converting normal map doesn't work for CC version. What i have done is, there is an option in Filter > 3D >Generate Normal Map.

I followed this method (but not all the adjustment option, only Level option was used)

For Normal Map, I used diffuse map.
1. Desaturate the diffuse map.
2. Adding LEVEL adjustment layer to make the part which want to be bump into darker area (Black), other area to be more whiter.
3. Option > Filter > 3D >Generate Normal Map.

This will create the following map:
Normal before conversion.PNG

4. Use MCX to convert into normal map using Convert Normal map to FS.

The Material Editor which map the texture:
MCX.PNG

Texture used :
MCX Texture.PNG

Thanks.
 
Last edited:
I have read it and i felt a bit confusing to understand it. Since i am using PSD version CC 2017, the NVIDIA plugin for converting normal map doesn't work for CC version. What i have done is, there is an option in Filter > 3D >Generate Normal Map.

I followed this method (but not all the adjustment option, only Level option was used)

For Normal Map, I used diffuse map.
1. Desaturate the diffuse map.
2. Adding LEVEL adjustment layer to make the part which want to be bump into darker area (Black), other area to be more whiter.
3. Option > Filter > 3D >Generate Normal Map.

This will create the following map:
View attachment 35963

4. Use MCX to convert into normal map using Convert Normal map to FS.

The Material Editor which map the texture:
View attachment 35968

Texture used :
View attachment 35969

Thanks.
Hello...

Sorry it took awhile to answer, but I needed to get some information on Photoshop Creative Cloud (CC) first.

Ok,... you will not have to de-saturate the texture at all...(suggest in changing to black and white image though) load up your diffuse texture. Then convert into normal map. Save it, no layers needed (make sure there are no layers when you convert it). Then convert it through MCX (as you were before, making it a bump map used within simulator). Save it as DDS or as a psd.

You still can adjust the contrast etc if need be prior to converting to normal map.

Nothing needs to be changed within MCX. After you have placed into designated slots.

Help this helps



Sent from my SM-J700T using Tapatalk
 
Last edited:
Hello...

Sorry it took awhile to answer, but I needed to get some information on Photoshop Creative Cloud (CC) first.

Ok,... you will not have to de-saturate the texture at all...(suggest in changing to black and white image though) load up your diffuse texture. Then convert into normal map. Save it, no layers needed (make sure there are no layers when you convert it). Then convert it through MCX (as you were before, making it a bump map used within simulator). Save it as DDS or as a psd.

You still can adjust the contrast etc if need be prior to converting to normal map.

Nothing needs to be changed within MCX. After you have placed into designated slots.

Help this helps



Sent from my SM-J700T using Tapatalk
Hi Pyscen,
Thanks for the info.

Is it ok if we can generate normal map without changing the colour to black and white? Are there any pro. and con. doing so?

Thanks,
Manochvarma Raman
 
Last edited:
Hello...

The only advantage that I can see in converting to black and white is that you can see the areas which will be affected easier....I haven't found any info that states that it had to be though. I should have more information hopefully within the next 24 hrs.

In the mean time... if you like, send a sample of a normal map to me. A normal map just by CC conversion... I will look at it and see what it looks like through another photo editor...

In fact, send one with color removed ( black & white) and another that is not...



Sent from my SM-J700T using Tapatalk
 
Hello...

The only advantage that I can see in converting to black and white is that you can see the areas which will be affected easier....I haven't found any info that states that it had to be though. I should have more information hopefully within the next 24 hrs.
Hi Dough (Pyscen),
Thanks a lot for taking effort for this matter.

In the mean time... if you like, send a sample of a normal map to me. A normal map just by CC conversion... I will look at it and see what it looks like through another photo editor...

In fact, send one with color removed ( black & white) and another that is not...

I have attached the files for your reference in this link https://drive.google.com/file/d/0B25o01iJUSdvVUlwejZJQnF2QVE/view?usp=sharing.

Thanks,
Manochvarma Raman
 
Hi Dave,
I am trying to create similar effect, but when i include bump map (created normal map and converted into fs format) the specularity reaches almost none. How can i adjust the setting so the specularity will be as image 2 along with some bump on the surface.

Setting: Specular power scale=30

Image 1 (with only specular map)

View attachment 35962

Image 2 (with specular and bump map)

View attachment 35961

Texture Used:

Specular Map:

View attachment 35960

Bump Map (with minimum bump details):
View attachment 35959
Thanks.
Hi Dough (Pyscen) :wave:,

I found the problem regarding the above matter. After going through the SDK, i found the specular map should have grey/white alpha channel. I did not create it previously and after doing that, the problem solved. I am very sorry because I started creating scenery 4 months ago and i am still in the period of learning the method to create a good scenery :).

Here is the screenshot of specular map with some bump effect:

P3D Specular with Bump.PNG


Anyway, kindly let me know is there any difference between the normal maps created by PSD CC and NVIDIA plugin.

Thank you,
Manochvarma Raman
 
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