Hey Guys,
It appears I've been having similar problems attempting to achieve a glossy reflection effects on a canopy glass (same way it is on F-18C's wind shield). Unfortunately following SDK's step-by-step procedures doesn't help much (unless one can read between the lines).
...and it gets worse when I activate
Double Sided flag to get similar effects inside a canopy using the same material settings for both exterior and interior models. Probably need to play around a
Z-Write Alpha flag or whatever...
Analysis of F-18 model's texturing brought me to conclusion that the best material settings used to get those shiny effects on the semi-transparent textures could somehow be achieved with the usage of three maps located in global FSX/Texture/ folder.
These are:
- GlobalEnv_AC_Glass_T.dds - definitely used for Diffuse channel.
- GlobalEnv_AC_Chrome.dds - definitely used as a global reflection map.
- GlobalEnv_AC_Glass_spec_T.dds - should actually be used for a Specular channel, but I'm not sure the model actually uses any Specular maps.
The pure RGB levels of GlobalEnv_AC_Glass_T.dds are similar to Cyan color, but it is not actually seen on F-18's glass, probably because in the "Special Functionality" section of Material Editor the
Blend diffuse by diffuse alpha is
on. Which does make sense, since the same map can be used elsewhere with different reflection settings.
As far as we all know the reflective feature of Diffuse maps (transparent or not) is achieved through the blending with pixels of environment map (mostly global one
unless otherwise explicitly specified in a Material Editor as an extra
Reflection map[/B]).
If I'm not mistaken, the blending is performed according to the standard inverse Modulation algorithm:
HTML:
C(Dest) = Alpha(Diffuse)*C(Diffuse) + Alpha(Env)*(1 - Alpha(Diffuse))*C(Env) ;
So if Diffuse Alpha is Zero we get GlobalEnv_AC_Chrome.dds pixels full-color rendered on the resulting map. That's how we reflect The Trees-&-The Mountains on our glass.
Unfortunately SDK documentation, once again, fails to warn the user that if "
Use global environment map as a reflection" is
ON the Reflection channel in the Maps section of Material Editor should
NOT be used alltogether, otherwise the result is normally not the one we would ever want, especially when both Global Env Map and user's own reflection map are the same.
For anyone who decides to plunge into the trickery of FSX's shiny transparency (which is in fact very savvy in terms of frame rates, I'd say), it should be clear that those shiny effects are the results of a combination of a material
Glossiness (Specular map) and its
Reflectivity (Alpha channel of a Diffuse map), which are clearly
two different things.
The fine tuned combination of both is what makes the glass texture look like real thing.
...and what really makes me wonder, that having understood all this crap, I'm still failing to achieve (...or better say replicate what I see in the default FSX models)
