ObjReader Community
WIP => WIP => Topic started by: Patrice Terrier on May 15, 2019, 09:03:39 am
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Mike
I have been playing to use a flare effect on the helmet glass.
Before to unzip the attachment, make a backup of your HUD_Helmet.
The name of the new material mesh is "flare".
To better see it in action, uncheck or check it in the listview.
You can also play with these settings:
1 - flare.jpg
newmtl flare
#alphatocoverage
Ka 0.01 0.01 0.01
Kd 0.975 0.975 0.975
Ks 1 1.5 2
d 0.64
Ns 52
illum 3
refl flare.jpg
2 - flare.png
newmtl flare
#alphatocoverage
Ka 0.01 0.01 0.01
Kd 0.975 0.975 0.975
Ks 1 1.5 2
d 0.64
Ns 52
illum 3
refl flare.png
3 - illum 4
newmtl flare
#alphatocoverage
Ka 0.01 0.01 0.01
Kd 0.975 0.975 0.975
Ks 1 1.5 2
d 0.64
Ns 52
illum 4
refl flare.jpg
Note: The previous ambient reflection is still there, they are just mixed together.
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Thank you!
Re: 3 - illum 4
Illum 4 does not support individual reflection maps. Wallpaper reflection overrides the refl statement so it's redundant and practically useless.
Re: 1/2 - illum 3
Both of those have the right to live! (actually, I like the JPEG more)
But if you're going to use either one, I'd suggest adding a little more power to the Ke values in the emissive materials. The existing 0.5 setting is IMHO the absolute minimum but the flare mesh obscures emission to a much lower level.