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FSXA Specular Maps

Hi,

I think you are right about the window vs the chrome. Unless you have those fancy windows of those huge office buildings, they tend to be quite reflective as well.
 
Hi Folks,
I was wondering my experiment will help clarify (or more confused) to you.
http://www.fsdeveloper.com/forum/showthread.php?t=256649
The method that I use to memorize the:
1. Specular map is for the COLOR of LIGHT shining from the sunlight to the object. You can have an object in red (diffuse map) and shining with green light. Like a car with the pearl color or beetle. Every objects have this specular function.
2. Specular alpha is to control the REFLECTION of the object. Not all the objects have this. You have to check ON Blend Environment with specular alpha (or Blend Environment with diffuse map alpha if you want your glass or window transparent and have reflection at the same time.) So, Tejal Bernardo, you can have specular and reflection at the same time.

If you have specular map, the base material properties will be overwrite, ignored.

As in my experiment:
Chrome property should be 1. specular map=white 2. Specular alpha=white
Window property should be 1. Spcular map =50% tint of grey scale. 2. Specular alpha is 50% grey scale.


So answer to Pyscen, chrome have white color specular light and have reflection more than window.

Light reflects from sunlight =specular
Photo reflects from environment =specular alpha

I hope I don't confuse you guys more than before. LOL:D
Regards,
Tic
 
Hello JTana,...

Hi Folks,
I was wondering my experiment will help clarify (or more confused) to you.
http://www.fsdeveloper.com/forum/showthread.php?t=256649

You didn't confuse me any,.. sorry if that was your intent :)

I saw your posts concerning your tests earlier and was intriqued by it. I have found that there is more than one way to get the same effect.
I think that the confusing part, is that you can obtain the same effect by different means.

The method that I use to memorize the:
1. Specular map is for the COLOR of LIGHT shining from the sunlight to the object. You can have an object in red (diffuse map) and shining with green light. Like a car with the pearl color or beetle. Every objects have this specular function.

Do you mean that all objects have a shinyness to it? To some degree your right,... I have noticed (in the real world), most organics (like plants or trees) are much like my windows vs chrome thought,.... Plants respond to sunlight like a window, the sunlight filters through the material. I'm not saying though that all objects: plants, buildings etc. need a specular map in the FS world.

2. Specular alpha is to control the REFLECTION of the object. Not all the objects have this. You have to check ON Blend Environment with specular alpha (or Blend Environment with diffuse map alpha if you want your glass or window transparent and have reflection at the same time.) So, Tejal Bernardo, you can have specular and reflection at the same time.

If you have specular map, the base material properties will be overwrite, ignored.

As in my experiment:
Chrome property should be 1. specular map=white 2. Specular alpha=white
Window property should be 1. Spcular map =50% tint of grey scale. 2. Specular alpha is 50% grey scale.

So answer to Pyscen, chrome have white color specular light and have reflection more than window.

Light reflects from sunlight =specular
Photo reflects from environment =specular alpha

I hope I don't confuse you guys more than before. LOL:D

Sounds like a recipe!! and thanks for replying!
 
Do you mean that all objects have a shinyness to it? To some degree your right,... I have noticed (in the real world), most organics (like plants or trees) are much like my windows vs chrome thought,.... Plants respond to sunlight like a window, the sunlight filters through the material. I'm not saying though that all objects: plants, buildings etc. need a specular map in the FS world.
I think the only thing that don't have specular at all is the object that don't have flat surface. Like cotton ball, wool blanket don't have this specular light.
But if you see the concrete wall or asphalt road, there is still some spcular light when you see in bright sunlight.

You can turn off specular light in FS world by NOT assign specular map and check on "No base material specular".

Funny thing I found, if I set specular map texture to pure black and specular alpha to pure black, I do still get some weird specular light.
 
Oh yes, I get similar behaviour, Jtanabodee, where the specular was working in the opposite way, but I mess a little too. I think the more counfusion about is the reflection/specular issue, are linked but not is mandatory.
 
One more thing about specular texture. I think if you collect the things with the same material together such as metal, fabric or glass together in its own group and set up the base material correctly, you don't need specular texture at all.

But this has to be done carefully. If you have buildings with concrete wall and glass windows, specular texture and alpha channel is the way to go.

I have a terminal with matte metal frame, canvas and concrete post . I set up the base material to match those three things and I don't need specular texture at all. That saves the texture sheet numbers down and less draw call.

I actually don't like "NO Base Material Specular". Since it bring back your model to FS9. Why don't use new things with carefully set up material? Your world in FSX would be more real.
Regards,
Tic
 
One more thing about specular texture. I think if you collect the things with the same material together such as metal, fabric or glass together in its own group and set up the base material correctly, you don't need specular texture at all.

But this has to be done carefully. If you have buildings with concrete wall and glass windows, specular texture and alpha channel is the way to go.

I have a terminal with matte metal frame, canvas and concrete post . I set up the base material to match those three things and I don't need specular texture at all. That saves the texture sheet numbers down and less draw call.

I actually don't like "NO Base Material Specular". Since it bring back your model to FS9. Why don't use new things with carefully set up material? Your world in FSX would be more real.
Regards,
Tic

Actually,.. The specular texture sheets haven't been adding drawcalls to my model at all,.. I have 6 drawcalls and still have 6 after adding 2 texture sheets of my specular maps,... and thats including bump maps as well...

I will later show my model when I have completed the specular maps of my model.

Concerning the reflection/specular confusion,... to me it not really that confusing since again one is the shinyness (specular)of a material and the other is a enviroment map (the Reflection map per MCX, which is "what" is being reflected). The enviroment map actually uses more memory or fps then specular maps do,... thats been my findings at least (especially,... if your using custom enviroment maps)
 
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Hi,

Back to the bug, I can confirm the preview does not show the specular colour at the moment. Now let's see if I can fix the bug (I am sure it has worked in the past).
 
Thanks Arno!

I take it, you have an idea where the "bug" is? I hope so! Would make it alot easier to fix. :)
 
Yes, I know where the bug is. But since we go on vacation tomorrow, I don't think I can fix it before then. So it will be something I will look at when I am back.
 
That's great, Arno. Thanks a lot.
I just noticed that there is no specular light in the model but reflection is visible.
to me it not really that confusing since again one is the shinyness (specular)of a material and the other is a enviroment map
I'm glad you are not confuse about this. But it is obvious that many people are still confused. I think the case of confusion is "Light and Environment Reflection". Since both word use reflection, it is confusing to someone especially non-English speaking person. That included me in the past as well.
 
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Correct, the specular light has worked before, but I guess I changed something in between. Once I got it all working in modelconverterx I think I'll make a tutorial about how to add reflections to your model as well.
 
Hi Arno,
I have another question regarding the spcular setting in Gmax/Max.
There is specular level (or power) that changes the brightness of the spcular (light reflection). This one is in MCX. But there is Specular Glossiness which changes the size of the light reflection or shininess (in SDK it is called "Hot Spot"). This is not in MCX. I was wondering that this setting has any effect to the model or not. It really changes the appearance of the object and visible real time right in Gmax.
Regards,
Tic
 
Missing tutorial

Hi guys,

i´m working on a very complex scenery with a lot of hand painted textures and want to add some specials including reflective windows on a big gate from a heli port. I found a lot of topics about specular maps, reflective textures etc. Its very frustrating to collect all these informations into a clearly arranged description. Finally, i spend a lot of time for searching the accurate topic and working steps. That´s very frustrating.

Finally, there´s no tutorial in the wiki for that issue, especially for the creation of simple reflective windows on a 3D-model, not an aircraft. This is a serious suggestion to our pro modelers here, to create a new part of the wiki which describes the steps in Photoshop (or GIMP), channel arrangements and export settings to make specular (environment) maps work in FSX.

It´s possible that i missed something, but i need a good helping hand to spare this forum. Thank you!

Best regards,
Chris
 
Hi Chris,
I think I'll find time to write a tutorial for that. Please wait for a moment. Personally, the SDK has all these information but difficult to understand.
Because we never make a "pot" in Flight sim, but they use a pot as a model. I think it is silly (sorry for my word but it is true) to make the example like that. Why didn't they use airplane, a building and make example for us. It is more understandable.
Regards,
Tic
 
Hi Tic,

i see, you know exactly about my (the) problem. Please keep me posted about your :stirthepo.

Hopeful greetings,
Chris
 
Hi Tic,

I have another question regarding the spcular setting in Gmax/Max.
There is specular level (or power) that changes the brightness of the spcular (light reflection). This one is in MCX. But there is Specular Glossiness which changes the size of the light reflection or shininess (in SDK it is called "Hot Spot"). This is not in MCX. I was wondering that this setting has any effect to the model or not. It really changes the appearance of the object and visible real time right in Gmax.

I need to check. I think in the MDL there is only a specular power. This determines the brightness of the hotspot indeed. I don't think the other GMax settings ends up having an effect in FSX.
 
Hello Arno,...

I hope your vacation was a relaxing one! and Welcome back into the real world of FS...:D!

Have you made the correction of the hotspot (or the specular maps on the preview),.. I haven't seen that on the recent changes screen of MCX d/l,... so I was just wondering?
 
Hi,

I haven't made the changes yet. They are the next item on my priority list.
 
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