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Paint help - chrome in ngx

Featured Replies

Hi Guys: Can anyone help me with ngx paint, I would like to paint exhaust and engine inlet ring chrome for the BBJ look but can not figure out how to a chrome look also I heard you can not get alpha to work with ngx to make chrome, any help on this would be great, thank you. Rich

Rich Sennett

               

+1 I'd like to know myself. I think I've managed to add some shine to my leading edges, but I want a chrome belly and I'm not sure how to do it.

Chris Hicks

  • Author

Marcelo seems to think it can't be done with ngx not good Chris :(

Rich Sennett

               

Yikes. If he can't do it, nobody can.

Chris Hicks

  • Author

Yes does not sound promising unless I am missing something ? could someone from pmdg comment on this please.

Rich Sennett

               

Yes does not sound promising unless I am missing something ? could someone from pmdg comment on this please.
I believe you cannot add shine, I saw a comment from McPhat Studios on that....

-Ryan Vince

 

4b066a9d93d0b2f8520deb93aec85148.jpg

Quote from 911 magazine: "- ...RSR delivers unparallelled performance and stunning looks"

Hope they change that in SP1

-Ryan Vince

 

4b066a9d93d0b2f8520deb93aec85148.jpg

Quote from 911 magazine: "- ...RSR delivers unparallelled performance and stunning looks"

Unfortunately, neither the modified _bump _spec nor give more brightness, is a design error in the allocation of materials in these two textures. What I did was recreate but without brilliance sad.png1fk8zf.jpg2lx6pl.jpg

Marcelo Fabián Veneziale

  • Author

Great post my friend, I have tried this also but did not look so good in fsx, very impressed with your kindness to help people Marcelo you are the best in my book Sir. im Not Worthy.gif

Rich Sennett

               

  • Author

This was my attempt Marcello still did not look like chrome in sim :(

Rich Sennett

               

  • Commercial Member

Guys, First things first... there are a combination of things you need to do to create a chrome bitmap. First you need to come up with a metal base texture that you want to add to that particular part, this gives the metal its definition/detail. Second, open up the spec texture thats related to that particular part and the diffuse layer controls the brightness, alpha layer controls the reflectivity. To make the metal appear bright (briliance), add a bright splash (white) to the part in the diffuse layer and in the alpha layer, make that part white too and you will have a shiny metallic part. You will not get an absolute chome just by using the spec texture, you must also do it through the main texture. Look at the AA repaint that our painter, Pete did, look at the spec maps and compare that with a normal repaint, you'll see how its done. Regards,

Jason Brown - Exterior Model Engineer,

http://www.precisionmanuals.com
Posted Image


Specs: MSI Z97 Gaming 7 | Intel i7 4970K OC @ 4.6GHz | Gigabyte GTX970 G1 4GB | 16GB (2X8GB) G.Skill Trident | Corsair Air 540 White Case | Corsair AX750 750W PSU | 27" Samsung SyncMaster 275T+ | 27" Samsung S27D850 | 13" Wacom Cintiq | Windows 10 Professional x64

  • Author

Jason bit confused the darker the alpha the shinier it will be, more white will be less shine from some tutorials I have seen but there are very few good tutorials on this do you know of any tutorials that refer to what you are trying to explain ? thank you.

Rich Sennett

               

  • Commercial Member

Richard, Its the other way around... In the spec map, the diffuse controls the hotspot brightness/color and the alpha controls the reflectivity. So the darker the diffuse layer is, the smaller the hotspot gets (hotspot meaning the "sunlight" bouncing off the surface"). However you can also paint this any color and that will give you a hotspot tint of whatever color you choose. So in this case, use white for brilliance. In the alpha layer of the spec map, paint it black and you have no reflection, paint it white and you have reflection, anything in between gives you varying degrees of reflection. In the base material texture (textures that don't have _spec attached to the texture name) alpha controls transparency. Make sense?

Jason Brown - Exterior Model Engineer,

http://www.precisionmanuals.com
Posted Image


Specs: MSI Z97 Gaming 7 | Intel i7 4970K OC @ 4.6GHz | Gigabyte GTX970 G1 4GB | 16GB (2X8GB) G.Skill Trident | Corsair Air 540 White Case | Corsair AX750 750W PSU | 27" Samsung SyncMaster 275T+ | 27" Samsung S27D850 | 13" Wacom Cintiq | Windows 10 Professional x64

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