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FPSC Classic Product Chat / Normal mapping without specular highlights?

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Avenging Eagle
20
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Joined: 2nd Oct 2005
Location: UK
Posted: 3rd Apr 2011 18:20
I'd like to know if there is a shader out there that uses the _N texture for a normal map, but doesn't use it to apply specular highlights from the _S texture. I don't like the fact that many of my segments now look like they're very glossy...especially when they're supposed to be made of brick, rock and other non-shiny materials.

AE
JRH
19
Years of Service
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 3rd Apr 2011 18:33
I hate the glossy effect on segments aswell. It also ruins lightmaps. My solution was to change the 'glossiness' factor in the shader effect file.

C++ is labourless... if your name starts with 'L' and ends with 'ee'.
defiler
17
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Joined: 4th Apr 2009
Location: Canada
Posted: 3rd Apr 2011 20:55
The reason they may look like that is because the specular map may be too light, try bringing the contrast down to darken it, otherwise you could try integrating the normal into the diffuse and use no shader at all.

Current Project: Lost Contact: Chapter 1
Kravenwolf
17
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Joined: 14th Apr 2009
Location: Silent Hill
Posted: 3rd Apr 2011 20:57 Edited at: 3rd Apr 2011 20:58
Quote: "My solution was to change the 'glossiness' factor in the shader effect file."


Would you mind explaining how and where to change that value in the shader file for those of us with little to no knowledge of the shader language? (like me ) I've been staying away from bond1's new shaders lately because unfortunately, even with a totally blackened out specular map, everything is still just as glossy and unrealistic, regardless of the material

Kravenwolf

Doomster
18
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Joined: 8th Nov 2007
Location: Germany
Posted: 3rd Apr 2011 21:17 Edited at: 3rd Apr 2011 21:20
Quote: "Would you mind explaining how and where to change that value in the shader file"

Open the shader file in Notepad and search for the

Quote: "float Glossiness : Power"


block, at the end of it you'll find a line with the value:

Quote: "> = 24.0;"


just change this to a lower number to reduce the glossiness.

-Doomster

Kravenwolf
17
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Joined: 14th Apr 2009
Location: Silent Hill
Posted: 3rd Apr 2011 21:21
Thanks, Doomster.

Kravenwolf

The Zoq2
16
Years of Service
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Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 4th Apr 2011 00:18
OR you could just make a completley black _S map

Srry about my english im from sweeden
Kravenwolf
17
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Joined: 14th Apr 2009
Location: Silent Hill
Posted: 4th Apr 2011 00:21
Quote: "OR you could just make a completley black _S map"


Doesn't work with the entity shader. As I said, even with a completely blackened out specular map, everything is still just as glossy and unrealistic as it is with subtle highlights. I'm gonna try adjusting the string Doomster suggested and see if I start getting better results

Kravenwolf

Wolf
18
Years of Service
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 4th Apr 2011 07:53
Quote: "Doesn't work with the entity shader. As I said, even with a completely blackened out specular map, everything is still just as glossy and unrealistic as it is with subtle highlights. I'm gonna try adjusting the string Doomster suggested and see if I start getting better results "


Oh Boy, they found out my secret on segmentshading



-Wolf

God Helps the Beast in Me!

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