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The Specular Lighting Thread: For Skin Artists


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Hi again...I wonder if its possible to add specular effects to the cockpit interiors????...I have take a look to the cockpit textures of some aircrafts and channels seem to be only a mis for each color (RGB) but not for "effects" as specular...it would be great to add some kind of "life" to the cockpit with this...

 

Here is the Specular file used both in FW190 & 109 for interior metal part.

An other way is to explore the glass texture of the mi-8. Don't know much about interior specular possibility but must be interresting. so keep us on what you discover so far in this way ;-)

fw190cpt_spec.thumb.png.d89ca6e68293e48a31e9bf40d1b357f4.png

 

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If the Specular Map was not applied in 3DS Max before being exported to the EDM format there is no specular.

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A question about the reflection: if sunny day and sunshine direct to the fuselage, at some angle, the fuselage (light grey or white paint) can be very bright. How can I reduce or eliminate such bright reflection? I tried to use green spec, but it does not work for this case.

 

 

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less red chanel in spec file should help Uboat.

 

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  • ED Team
well, then I think Im out of the bussiness :P...I have no idea how to deal with 3ds and not much even in PS so...I asked just in case it could be more or less "easy" to do, but I see its not...but maybe some of you with real knowledge could do it...

 

You dont need to know or deal with 3Ds, its a matter of whether the model was built with the ability to use spec maps. Some of the older models dont have the ability to use that as far as I am aware.

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You dont need to know or deal with 3Ds, its a matter of whether the model was built with the ability to use spec maps. Some of the older models dont have the ability to use that as far as I am aware.

 

Ok, I see...it would be nice to enjoy those nice reflections/specular in the outside view also inside cockpit...hope to get them in the future...

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  • 2 weeks later...

Look at the naming conventions.

 

[Edit] after more research it appears, the 3ds model needs to be exported to .edm with a spec map linked on in the material slate. I can't find which planes are missing spec maps though, it looks like most of them have it to me.

 

It's been a while since I was working with these paint kits, but my feeling is that the specular maps are applied via a naming convention and in the .lua, they are layered.

 

To test, I cite this LOOK!

 

{"P51D_FUZ_FRONT", 0 ,"p51D_DIF_Silver_Fuz_Front",false};
{"P51D_FUZ_REAR", 0 ,"p51D_DIF_Silver_Fuz_Rear",false};
{"P51D_WING_L", 0 ,"p51D_DIF_Silver_L_Wing",false};
{"P51D_WING_R", 0 ,"p51D_DIF_Silver_R_Wing",false};
{"P51D_FUZ_FRONT", 2 ,"p51D_SPEC_Silver_Fuz_Front",false};
{"P51D_FUZ_REAR", 2 ,"p51D_SPEC_Silver_Fuz_Rear",false};
{"P51D_WING_L", 2 ,"p51D_SPEC_Silver_L_Wing",false};
{"P51D_WING_R", 2 ,"p51D_SPEC_Silver_R_Wing",false};

 

There are four textures here, but eight assignments. The reg maps are on 0, and the spec map is on 2. Hope that helps.

 

Furthermore specular map is like reflective, so think about it realistically, then areas that are clear coated IRL would have that show quality finish. This means on a worn aircraft leading edges and areas of extreme weathering, would be less reflective. Of course on bare metal the specular map makes it look more like a mirror, which isn't the same as when a painted area has a specular look. On painted areas the specular map represent the gloss level of the paint or clear coat.


Edited by indiadamjones

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  • 3 weeks later...
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  • 1 month later...

Hello guys,

 

I try to understand how work the specular process with DCS and I've read this:

 

R- the intensity of the flare (the dark - no glare, bright - bright glare)

G- width of the specular spot

B-degree of reflection (dark - the surface does not reflect-mat, light - the maximum reflection - a mirror).

but for simplicity, the channel G is inverted R

 

Concerning this text and the R,V,B signals is it this in Photoshop ?

 

Specular.jpg~original

 

 

Please can you tell me if I've well understand or it's a mistake from me ?

 

In advance a great thanks, Skull.

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  • 4 months later...
OK I've got it. but still need some tweaks and neet adjustement to be more realistic and less "plastic"

 

This is still true :

 

R- the intensity of the flare (the dark - no glare, bright - bright glare)

G- width of the specular spot

B-degree of reflection (dark - the surface does not reflect-mat, light - the maximum reflection - a mirror).

but for simplicity, the channel G is inverted R

 

but in 1.5 :

B the more blue the more reflection you'll have, but it will mask all the DIF texture and "greyish it". Look a bit too much plastic in maximum blue. So you will need to take care to all insigne and text and mark to have its own layer in pure green (mat )

for lines and dust : Use a light bluish green a bit less reflective but without any red.

 

attachment.php?attachmentid=124942&stc=1&d=1445080926

 

here we go :

Heller bust update and tests :

attachment.php?attachmentid=124939&stc=1&d=1445080195

 

attachment.php?attachmentid=124940&stc=1&d=1445080315

Snow,

 

Do you have a Spec template with these same settings for the F-86F for DCS 1.5.X? I had awesome chrome before the change in chrome shader on the F-86f but lost it with the upgrade and your chrome is the best I have seen in the newer version. If not can you provide the values for the settings you used so I can try to replicate on my Sabre spec?

 

Thanks,

 

Alpha

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  • 1 month later...
Guys how can I remove these board number blocks? Because they looks like mat but the nose of the plane is shiner.

 

KfqmXtg.jpg

 

add something like this

 

{"F-5E3_bort_number_nose_1", 0 ,"empty",true};
{"F-5E3_bort_number_nose_1", DECAL ,"empty",true};

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The Diffuse and Specular layer of the BORT Number Blocks Must Match the Area it's on.

 

So nose Bort Blocks, the Specular and Diffuse Layers should call for the Nose Texture.

 

 

-- NOSE 3 DIGIT BORTS
--[[NOSE DIFFUSE LAYER]]
{"F-5E3_bort_number_nose_1", 0, "f-5e3_nose", false};
--[[NOSE SPECULAR LAYER]]
{"F-5E3_bort_number_nose_1", 2, "f-5e3_nose_spec", false};
--[[NOSE DECAL LAYER]]	
{"F-5E3_bort_number_nose_1", 3, "f-5e3_number", true};

--[[NOSE DIFFUSE LAYER]]
{"F-5E3_bort_number_nose_10", 0, "f-5e3_nose", true};
--[[NOSE SPECULAR LAYER]]
{"F-5E3_bort_number_nose_10", 2, "f-5e3_nose_spec", true};
--[[NOSE DECAL LAYER]]	
{"F-5E3_bort_number_nose_10", 3, "f-5e3_number", true};
   
--[[NOSE DIFFUSE LAYER]]
{"F-5E3_bort_number_nose_100", 0, "f-5e3_nose", true};
--[[NOSE SPECULAR LAYER]]    
{"F-5E3_bort_number_nose_100", 2, "f-5e3_nose_spec", true};
--[[NOSE DECAL LAYER]]	
{"F-5E3_bort_number_nose_100", 3, "f-5e3_number", true};

   
-- NOSE 2 DIGIT BORTS
--[[NOSE DIFFUSE LAYER]]
{"F-5E3_bort_number_nose_10A", 0, "f-5e3_nose", true};
--[[NOSE SPECULAR LAYER]]
{"F-5E3_bort_number_nose_10A", 2, "f-5e3_nose_spec", true};
--[[NOSE DECAL LAYER]]
{"F-5E3_bort_number_nose_10A", 3, "f-5e3_number", true};
   
--[[NOSE DIFFUSE LAYER]]
{"F-5E3_bort_number_nose_1A", 0, "f-5e3_nose", true};
--[[NOSE SPECULAR LAYER]]
{"F-5E3_bort_number_nose_1A", 2, "f-5e3_nose_spec", true};
--[[NOSE DECAL LAYER]]
{"F-5E3_bort_number_nose_1A", 3, "f-5e3_number", true};
   

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It's a bit better now but still exist...

My code:

{"F-5E3_bort_number_nose_100", 0 ,"f-5e3_nose_turkey_af",false};
{"F-5E3_bort_number_nose_100", 2 ,"f-5e3_SPEC_nose_turkey_af",true};
{"F-5E3_bort_number_nose_100", DECAL ,"empty",true};

{"F-5E3_bort_number_nose_10", 0 ,"f-5e3_nose_turkey_af",false};
{"F-5E3_bort_number_nose_10", 2 ,"f-5e3_SPEC_nose_turkey_af",false};
{"F-5E3_bort_number_nose_10", DECAL ,"empty",true};

{"F-5E3_bort_number_nose_1", 0 ,"f-5e3_nose_turkey_af",false};
{"F-5E3_bort_number_nose_1", 2 ,"f-5e3_SPEC_nose_turkey_af",false};
{"F-5E3_bort_number_nose_1", DECAL ,"empty",true};

{"F-5E3_bort_number_nose_10A", 0 ,"f-5e3_nose_turkey_af",false};
{"F-5E3_bort_number_nose_10A", 2 ,"f-5e3_SPEC_nose_turkey_af",true};
{"F-5E3_bort_number_nose_10A", DECAL ,"empty",true};

{"F-5E3_bort_number_nose_1A", 0 ,"f-5e3_nose_turkey_af",false};
{"F-5E3_bort_number_nose_1A", 2 ,"f-5e3_SPEC_nose_turkey_af",true};
{"F-5E3_bort_number_nose_1A", DECAL ,"empty",true};

 

 

hrvnLYX.jpg

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It's a bit better now but still exist...

My code:

{"F-5E3_bort_number_nose_100", 0 ,"f-5e3_nose_turkey_af",false};
{"F-5E3_bort_number_nose_100", 2 ,"f-5e3_SPEC_nose_turkey_af",true};
{"F-5E3_bort_number_nose_100", DECAL ,"empty",true};

{"F-5E3_bort_number_nose_10", 0 ,"f-5e3_nose_turkey_af",false};
{"F-5E3_bort_number_nose_10", 2 ,"f-5e3_SPEC_nose_turkey_af",false};
{"F-5E3_bort_number_nose_10", DECAL ,"empty",true};

{"F-5E3_bort_number_nose_1", 0 ,"f-5e3_nose_turkey_af",false};
{"F-5E3_bort_number_nose_1", 2 ,"f-5e3_SPEC_nose_turkey_af",false};
{"F-5E3_bort_number_nose_1", DECAL ,"empty",true};

{"F-5E3_bort_number_nose_10A", 0 ,"f-5e3_nose_turkey_af",false};
{"F-5E3_bort_number_nose_10A", 2 ,"f-5e3_SPEC_nose_turkey_af",true};
{"F-5E3_bort_number_nose_10A", DECAL ,"empty",true};

{"F-5E3_bort_number_nose_1A", 0 ,"f-5e3_nose_turkey_af",false};
{"F-5E3_bort_number_nose_1A", 2 ,"f-5e3_SPEC_nose_turkey_af",true};
{"F-5E3_bort_number_nose_1A", DECAL ,"empty",true};

 

 

hrvnLYX.jpg

 

 

 

Change:

{"F-5E3_bort_number_nose_1A", 2 ,"f-5e3_SPEC_nose_turkey_af",true};

{"F-5E3_bort_number_nose_10A", 2 ,"f-5e3_SPEC_nose_turkey_af",true};

{"F-5E3_bort_number_nose_100", 2 ,"f-5e3_SPEC_nose_turkey_af",true};

 

Change them to false for the last value

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  • 3 months later...

I'm having an issue with a skin and I'm pretty sure it's because of the specular layer not being correct but I am new to this and not too sure so I ask for your help.

 

The light colors of my skin don't show. (White parts of my invasion stripes, the Air Force logo and the yellow tip's on my prop).

 

Is there a fix for this for these missing items? If I change the shade of the specular layer lighter or darker will it change the overall look of the aluminum?

 

Thank you for any info.


Edited by Mike Busutil
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