Author Topic: Flare  (Read 63 times)

Patrice Terrier

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Flare
« on: May 15, 2019, 09:03:39 am »
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.


« Last Edit: May 15, 2019, 09:14:58 am by Patrice Terrier »
Patrice
(Always working with the latest Windows version available...)

Michael Lobko-Lobanovsky

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Re: Flare
« Reply #1 on: May 15, 2019, 11:32:50 am »
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.
Mike
(3.6GHz Intel Core i5 Quad w/ 16GB RAM, nVidia GTX 1060Ti w/ 6GB VRAM, Windows 7 Ultimate Sp1)