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Dynamic Shine

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Does anybody know how to create dynamic shine on an aircraft? I am trying to achieve what PSS did on their Dash 8 Project. I know how to use alpha layers and such to create the relective textures, but I want to learn how to create the dynamic shine. Thanks for all your help that contributes!Greggory

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If you mean the metal glare, then it can't be changed just by re-working the textures. It is a material property (specular color > black, specular power > 0) and it is stocked inside the mdl file. In fact, in FS2002 a material can have several attributes: its own "normal" color, specular color, highlight color and emmisive color. The "normal" and emmisive colors are overriden by textures. The specular and highlight colors remain even if you apply textures and alpha-layers.So, to achieve the effect - change the specular color to grey and the specular power to ~100.Hope that helpsDimitri

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Hi Dimitri! Thanks for the information. But I'm still a little confused about this... Could you possibly enlighten me on the following?- Do we set a specular map?- Do we set the specular color to solid black (0,0,0) or a shade of gray?- Which bit in the Material Editor are you referring to when you say "specular power"?- Do we lock the diffuse and specular colors?- Do we have to do anything with the "Specular Highlights" section (specular level, glossiness, soften)?I would greatly appreciate your help! Thanks a lot!:) Melvin Rafiwww.meljet.comBrand new FS2002 Boeing 777 under development!

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Hi Melvin,I think we don't speak the same language. I refer to FSDS2 and its material editor. I hope my responses can help you but I am not sure they apply to GMAX at 100%- I don't know what specular map is. Another layer ? So far never used it.- The specular color is the color it shines when reflecting the light. Actually it determines also the brightness of the shining. So black = no shine at all. White = too much shine, not realistic. A shade of grey is O.K. You can make it red or green but I see no use for colorful shine.- Specular power is a separate field in FSDS material editor. I have an impression that its value is simply ignored- The diffuse color is overriden by textures. The specular color is the shine, so it rests.- We don't have the section "specular highlights" in FSDS. I suppose that it is exactly what you should modify.The best advice I can give you is to create a project with several dummy objects, affect them different colors/highlights/specular etc. and check how it looks in FS. This is how I learned to use materials. RegardsDimitri

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Thanks for the reply. I thought you were referring to GMax. I've already tried tinkering with specular color, specular maps, etc... in the GMax Material Editor as per what the "GMax Materials.doc" in the MakeMDL SDK says to no avail.So, my question is, does anyone know how to acheive the metal glare in GMax? If you look closely, the default FS2002 aircraft have them. So how do we do this?:) Melvin Rafiwww.meljet.comBrand new FS2002 Boeing 777 under development!

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Thanks for the info..... I will just have to try things out.... :)Greggory

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Greg (and anyone else) the best person I know on this subject is FinnN. He sometimes visits in here, but he also runs the Offical GMAX FS2002 Forum (at the GMAX website) and he also has a great bunch of video tutorials (some on texturing) at his site: http://fp.finnn.f9.co.uk/In his real world job he deals with this stuff all the time, so hes got a good head start on understanding it.....

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Cool! I will have to check this out. Melvin..... If you haven't stumbled upon this already, I was looking through GMAX and found this on specular lighting.Here is how to navigate to it:

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To me the problem is that makemdl just ignores "glossiness" settings in Gmax.That's an example - you see if I set only glossiness parameter to 0, the model will look just the same as in sim... But now there is a cool shiny effect with glossiness at 50%. I can't find the way to get around this.

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This question was posed over at the gmax forum by Jan Visser back in July. Jan and I both had experimented with it but Finn Neuik and Gerald Van Der Harst got into the details for some interesting tests.There are two pages of this exchange here:http://www.gmaxsupport.com/forum/cgi-bin/u...c;f=12;t=000651and:http://www.gmaxsupport.com/forum/cgi-bin/u...12;t=000651;p=2EDIT: you will have to copy/paste these links into your browser or go to gmax forum and search for "specular". The thread is called "Specular highlites .... anyone????"This tracks all the thinking, tests, and results.The real question here relates to how these factors can affect an aircraft with textures, not just gmax visuals.Makemdl takes its own road and the result in FS2002 is different.Interesting reading there.Have fun.Milton

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Ok. Another interesting question... I tried applying the effect, but faced with yet another problem - some parts (rudder on the shot) don't have this lighting effect, but they use the same material. What could it be?

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The only things I can think of are:1. Is the rudder a DXT3 (or other alpha supporting format) with the same alpha channel as the fuse?2. Verify your maps/textures with Imagetool to see differences.3. Have you reapplied all these maps in gmax using the new settings.4. Are you using texture names with _t suffixes?This feature worked for me on the Dash 7 when testing though I only used it on the props and windows as I recall. The fuse and main control surfaces glossiness were alpha controlled for glossiness/reflectivity only. I found that this feature worked well on strongly curved or twisted surfaces but not on larger curvatures.Speculor highlite sizes seem to be controlled but not brightness. Bottom line is it is rarely usable without washing out the colors.My understanding is that is supported in CFS3, so therefore likely FS2004 (or whatever).Milton

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Thanks for the link Milton. Unless I'm missing something, I still don't get it - is it or is it not possible for GMax users to create the "sun shining on the metal effect", like what the default FS2002 aircraft or the new PSS Dash 8 have?:) Melvin Rafiwww.meljet.comBrand new FS2002 Boeing 777 under development!

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Yes, but in a limited fashion. Don't know what MS used but it doesn't seem to be doable in gmax.I am attaching a shot of the Dash 7 prop and settings in gmax. You can vary the settings downward with some success.Dark colors and tight rounded surfaces work okay, flatter surfaces are a problem with color washout.Milton

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Hi Melvin !Tom and I solved the problem in two ways.First of all let me say the the x-exporter plugin in gmax has some problems since it is not possible to reach the correct level of spec-lighting you need.There are two solutions.The first one (that is the one I follow) is to forget Gmax and work only in 3dsmax, export via the Directx 3dsmax X exporter and then send to MakeMdl.The problem of that solutions is the avability of the expensive 3dsmax ... I have this at work but I understand that is not possible for everyone to use that.The second way is to tweek the X file.You export via the known chain ... MdlCommander --> Middleman --> MakeMdl ... using the option "save X file" and "do not compile".The you open the X file .. and you change for every material the value of material multipling 10 times or so ...Here is the result ...It is also to be said that the shine fx is the best on high detailed and dense meshes possibly very smooth.I'm going to make you an example as soon I get home to my files ..Here is a pic of the result ...Wish you the best !

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... and a beautiful result it is Simone. :-)Thanks for sharing.Milton

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Whoa! I can't believe my eyes!!! It finnaly started to work - thanks for the hints.:-cool

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Hei Milton ...I'm always pleased to share what I discover ... ;-)This is a very nice feature ... IMHO as important as reflections, and most important it hasn't any impact on Frame rate !The only boring thing is to make a list of all he materials you want the effects on it ... and then find and substitute the values via manual tweeking the X file ...Take care.

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>- thanks for the hints. You're welcome !I'm going to show you some detailed numbers to reach such fx tonight when I go back home.As soon you get some results ... show us ! ;-)Ciao!

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Thanks Simone! I've managed to get it to work. I've been playing around with numbers (glossiness and specular respectively) ranging from 10.0/99.9 to 100/999. Right now I've settled for 32/320. Do you have any suggestions as to what the best value for the specular and glossiness values are?Thanks again!:) Melvin Rafiwww.meljet.comBrand new FS2002 Boeing 777 under development!

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Melvin ...I'll post asap some test and related shots to reach different results for different kind of surfaces ...Ciao!

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hey..can anyone explain me what i do after i captured the X file to fix the glossines value?Thanx, aviel

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