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reflective aircraft body?

An exciting "new" option in FlightGear, that includes reflections, lightmaps, the particle system etc.. A lot is yet to be discovered/implemented!

Re: reflective aircraft body?

Postby ausdkunst » Wed Aug 10, 2016 9:12 am

ambient-correction: The higher the number, the more yellowish it looks because part of its function is to remove the blue spectrum of light
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Re: reflective aircraft body?

Postby D-ECHO » Wed Aug 10, 2016 9:25 am

But the lower the number, the darker it is :(
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Re: reflective aircraft body?

Postby Thorsten » Wed Aug 10, 2016 6:19 pm

Well, what are the ambient/diffuse/specular material settings to begin with? If anything, model-combined-deferred has a tendency to make things white-out, if it doesn't I'd suspect something fishy elsewhere.
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Re: reflective aircraft body?

Postby D-ECHO » Wed Aug 10, 2016 7:00 pm

material settings are amb 1 1 1 rgb 1 1 1 spec 1 1 1
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Re: reflective aircraft body?

Postby Thorsten » Thu Aug 11, 2016 6:25 am

Too bright in ambient, but that can't be the issue here.

* thinks*

but it's a bit blue-greenish


I think I get it - that's because the environment cube you supply is very blue-greenish - then so is the reflected image.

Use a different environment map or decrease reflectivity (if you need fine control, use a reflect map texture, otherwise I think the shininess of the material or whatever you supply as a specular map as alpha of the normal map texture does it).
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Re: reflective aircraft body?

Postby D-ECHO » Thu Aug 11, 2016 7:19 am

*sorry, rgb was not 1 1 1 but all .9
Thanks, I'll try to adjust the mat settings or use a different tex.
Using material settings
MATERIAL "cs100.003" rgb .95 .95 .95 amb .95 .95 .95 emis 0.0000 0.0000 0.0000 spec 0.2 .2 .2 shi 20 trans 0.0000
I get
Image
not really (not at all) reflective anymore, but there seems to be no possibility to get a white body with high reflections (even with different cubemaps), either have to decrease reflection or have blue-green body :(
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Re: reflective aircraft body?

Postby Harald » Thu Aug 11, 2016 8:17 am

Using amb 1 1 1 is not a good idea (your model will be white even in the evening).

if you use the <use> tag in the effect file then you can test the parameters in real time with the property viewer.
For example :
Code: Select all
       
        <reflection-enabled type="int"><use>/sim/model/c150/rendering/fuselage/reflection-enabled</use></reflection-enabled>
        <reflection-correction type="float"><use>/sim/model/c150/rendering/fuselage/reflection-correction</use></reflection-correction>
        <reflect-map-enabled type="int"><use>/sim/model/c150/rendering/fuselage/reflection-map-enabled</use></reflect-map-enabled>
        <reflection-fresnel type="float"><use>/sim/model/c150/rendering/fuselage/reflection-fresnel</use></reflection-fresnel>
        <reflection-rainbow type="float"><use>/sim/model/c150/rendering/fuselage/reflection-rainbow</use></reflection-rainbow>
        <reflection-noise type="float"><use>/sim/model/c150/rendering/fuselage/reflection-noise</use></reflection-noise>
        <reflection-dynamic type="int"><use>/sim/model/c150/rendering/fuselage/reflection-dynamic</use></reflection-dynamic>
        <ambient-correction type="float"><use>/sim/model/c150/rendering/fuselage/ambient-correction</use></ambient-correction>


Code: Select all
        <model>
            <c150>
                <rendering>
                    <exterior-glass-reflection>
                        <reflection-enabled type="int">1</reflection-enabled>
                        <reflection-correction type="float">0.5</reflection-correction>
                        <reflect-map-enabled type="int">1</reflect-map-enabled>
                        <reflection-fresnel type="float">0.2</reflection-fresnel>
                        <reflection-rainbow type="float">0.1</reflection-rainbow>
                        <reflection-noise type="float">0.2</reflection-noise>
                        <reflection-dynamic type="int">1</reflection-dynamic>
                        <ambient-correction type="float">0.5</ambient-correction>
                    </exterior-glass-reflection>
                    <fuselage>
                        <reflection-enabled type="int">1</reflection-enabled>
                        <reflection-correction type="float">0.0</reflection-correction>
                        <reflect-map-enabled type="int">1</reflect-map-enabled>
                        <reflection-fresnel type="float">0.1</reflection-fresnel>
                        <reflection-rainbow type="float">0.0</reflection-rainbow>
                        <reflection-noise type="float">0.0</reflection-noise>
                        <reflection-dynamic type="int">1</reflection-dynamic>
                        <ambient-correction type="float">0.0</ambient-correction>
                    </fuselage>

It is a lot faster to test and you can really see what the parameters do.

hj.
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Re: reflective aircraft body?

Postby Thorsten » Thu Aug 11, 2016 10:02 am

If you have 100% reflection, the color of the body doesn't matter any more, all you see is the reflected color. So it is conceptually impossible to get a white body with high reflection, a perfectly reflective body has no color. To appear white, the reflection must be comparatively low.

If you decrease specular color to 0.2, you're killing the bright highlights (and possibly telling the shader to dial down reflection if you're not using a reflection map).

The original photograph shows no strong reflection but strong specular highlights - different thing in rendering, though same physics in reality.
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