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Posted

I have applied textures and used 'make cool' for all the surfaces in my model and I have set diffuse, specular, glossiness and reflections as desired. In 3ds max my model looks just how I want but in model viewer and in game te textures all look very shiny and surfaces that all are transparent in 3ds max are no longer transparent in modelviewer.

 

What am I doing wrong?

System Specs: i7 8700k @ 5.0GHz (not delidded), ASRock Extreme4 Z370 MOBO, EVGA GTX 1080 SC 8GB, 32GB Corsair Vengeance LPX 3200MHz DDR4 RAM, Samsung Evo 240GB SSD, Samsung Evo 500GB SSD, 1TB HDD, Noctura NH-D15S Heat Sink, Acer VE278H 27" 1080p Monitor, Ocukus Rift CV1.

 

Controllers: TrackIR 5, Thrustmaster HOTAS X, Saitek Throttle Quadrant (with DIY removable collective mod), Saitek Pro Flight Rudder Pedals.

 

Just trying to keep my number of takeoffs and landings equal!

Posted

Hi,

 

screenshots would be helpful.

Set reflection in the material editor to 0. For transparent objects you need a material with a opacity map.

DCS Mods and Skins: HiDrive

Use the NAS only if the other Link is not working - it's slow!
My DCS MODs and Skins: NAS

Posted (edited)

What map is used for that, Raytrace?

Edited by Jacks

System Specs: i7 8700k @ 5.0GHz (not delidded), ASRock Extreme4 Z370 MOBO, EVGA GTX 1080 SC 8GB, 32GB Corsair Vengeance LPX 3200MHz DDR4 RAM, Samsung Evo 240GB SSD, Samsung Evo 500GB SSD, 1TB HDD, Noctura NH-D15S Heat Sink, Acer VE278H 27" 1080p Monitor, Ocukus Rift CV1.

 

Controllers: TrackIR 5, Thrustmaster HOTAS X, Saitek Throttle Quadrant (with DIY removable collective mod), Saitek Pro Flight Rudder Pedals.

 

Just trying to keep my number of takeoffs and landings equal!

Posted

So I have managed to dull down the shiny textures by add a raytrace map to glossiness, reflection and refraction and setting glossiness to 50%, reflection to 0% and refraction to 0%. Unfortunately I have a spinning prop texture that needs to be opaque but no matter what I do in ME (including adding a raytrace opacity map and setting it to 0) in modelviewer, the spinning prop is not opaque at all. The only way to make it see through is to change the material type from default to glass but this makes it too reflective. Any ideas?

 

Also could somebody explain then when using diffuse, ambient, glossiness and reflectiveness maps, how do the colour and numerical values under basic blinn parameters (such as diffuse, ambient, specular, opacity, glossiness, roughness etc) affect the texture if the assigned maps are controlling many of these settings?

 

Thanks in advance,

 

Jacks

System Specs: i7 8700k @ 5.0GHz (not delidded), ASRock Extreme4 Z370 MOBO, EVGA GTX 1080 SC 8GB, 32GB Corsair Vengeance LPX 3200MHz DDR4 RAM, Samsung Evo 240GB SSD, Samsung Evo 500GB SSD, 1TB HDD, Noctura NH-D15S Heat Sink, Acer VE278H 27" 1080p Monitor, Ocukus Rift CV1.

 

Controllers: TrackIR 5, Thrustmaster HOTAS X, Saitek Throttle Quadrant (with DIY removable collective mod), Saitek Pro Flight Rudder Pedals.

 

Just trying to keep my number of takeoffs and landings equal!

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