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FPSC Classic Product Chat / Help Shader Texture

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xlghostlx
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Posted: 6th Aug 2017 18:14
Hi guys, i need help with the Black Ice Mod 10.5:

The shader, how they work? i mean when i import some entity or i try to set existing one, work with BI's Shader (Nomad or physically based shading) i never get the look that i want... can i've an explain about on how work the texture for that shader or maybe more detailed explain thx in advice

PS sry for my bad english xD
Mriganka
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Posted: 6th Aug 2017 18:57
You will have to make the required shader maps for them. They are special textures which contain info on how the object will be rendered.
xlghostlx
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Posted: 6th Aug 2017 20:17
Yes. I know this. I mean how the shader render that texture
xlghostlx
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Posted: 7th Aug 2017 16:58
Ok here there is what i mean (From Physically Based Shader Topic):

character_norm_spec_alpha.fx:
This shader should be the main work horse for your characters.
Normalmapped with GGX specular
//"texture_D.dds" diffuse texture
//"texture_N.dds" normal map texture, alpha is illumination (inverted, black = bright)
//"texture_S.dds" gloss map texture, alpha is metalicness (black = metal)

character_norm_spec_cube_alpha_sss_full.fx
This is an entirely experimental shader. It uses cubemaps, which FPSC does not support outside of weapons, and the texturing might be confusing.
It does however work perfectly fine.
//"texture_D.dds" diffuse texture
//"texture_N.dds" normal map texture, alpha is illumination (inverted, black = bright)
//"texture_S.dds" gloss map texture and material texture, alpha is metalicness (black = metal), red is roughness, green is ambient occlusion and blue is sub surface scattering
//"texture_CUBE.dds" cubemap texture

character_norm_spec_illum_alpha.fx
This uses an _I texture for illumination instead of using the normal map's alpha
//"texture_D.dds" diffuse texture
//"texture_N.dds" normal map texture
//"texture_S.dds" (enities) gloss map texture, alpha is metalicness (black = metal)
//"texture_I.dds" (enities) illumination

character_norm_spec_shadow_2bone_alpha.fx
This is an optimised version of the other shadowed shader. It might produce deformation in models not rigged to only 2 bones.
//"texture_D.dds" diffuse texture
//"texture_N.dds" normal map texture, alpha is illumination (inverted, black = bright)
//"texture_S.dds" (enities) gloss map texture, alpha is metalicness (black = metal)

As u can see there are desc. of how the texture are used by the shader with the setting ^^
Mriganka
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Posted: 7th Aug 2017 19:34
You can look into the fx files in the effectbank folder. Otherwise I would suggest you contact uzi idiot for further info as I have very limited knowledge regarding shaders.
xlghostlx
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Posted: 7th Aug 2017 20:28
Me too, that's why i never get the look that i want :-p
uzi idiot
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Posted: 9th Aug 2017 01:34
Hi, do you have some screenshots to show what you mean?

Physically based rendering makes authoring specular textures quite a bit different as it's based upon the smoothness/roughness of the surface rather than the brightness of the specular.
I find setting the 'roughnesscurve' parameter to 5 or 6 makes the specular response closer to the stock shaders, but it won't look the same because its physically based.
0 smoothness does not mean there is no specular, it just means it is more scattered because the surface is totally rough.

Here's a gif to demonstrate:
If something compiles on the first try. Something is terribly wrong.
xlghostlx
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Posted: 9th Aug 2017 18:02 Edited at: 9th Aug 2017 18:07
Thx Uzi u are always the best on this Argument...

it's hard for me to understand and explain what i mean cuz my english is really bad but... i'll try

So first i don't understand why the Door (Nomad Mod) appear like this:



After for exp i want to get the same effect as the nomad mod Rail:


But after many try i get only this bad: (With nomad mod shader or physically Static and dynamic too):


I want to recreate the top side specular as a real metal and the bot side, less specular... i've tryed a lot of texture combination too but notihin!
xlghostlx
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Posted: 9th Aug 2017 18:08
i've Created only a good effect on the gun, with self illuminated reticle and a dynamic Illumination response by light angle
uzi idiot
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Posted: 9th Aug 2017 19:47
the shader for static entities use the alpha channel of the normal map (_N) for specularity. This normal map is then copied as _I too.
This was how it done with the Bond1 shader it is based on, I kept this because I wanted it to be compatible with assets made with his shaders.
Here's his tutorial https://www.youtube.com/watch?v=oC15pr5bhi0

However because of this static entities cannot use a metalness mask

static_norm_spec.fx
Also just Bond1's static shader updated.
Textuing for this one is confusing. I'm sure his original thread has a guide for it.
//"texture_D.dds" diffuse texture
//"texture_N.dds" normal map texture, specular mask in alpha channel
//IMPORTANT NOTE: Because of an oddity with FPSC,also requires a DUPLICATE "texture_N.dds" texture renamed "texture_I.dds". All textures must be located in texturebank folder


The handrail's textures are wrong. The normal map doesn't have the specular as the alpha channel.
Here's a corrected version: http://www.mediafire.com/file/4t0v68n2hzvz21j/railing_I.zip
If something compiles on the first try. Something is terribly wrong.
xlghostlx
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Posted: 9th Aug 2017 20:41
Perfect, the link is down :
Where i can get this? i've to study more the shader and how they work, for expample how do u generate the shader map? wich is the best program?

Ps: Thx
uzi idiot
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Posted: 9th Aug 2017 20:55
That's the same one as what comes with Black Ice mod
If something compiles on the first try. Something is terribly wrong.
xlghostlx
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Posted: 9th Aug 2017 20:57
is it ESM Shader Update?
uzi idiot
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Posted: 9th Aug 2017 22:49
I don't know what that is.
It's the same shaders that are in the nomadmod folder
If something compiles on the first try. Something is terribly wrong.
xlghostlx
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Posted: 10th Aug 2017 16:48
Mmm and what is the best program to generate all the needed texture?

Ps thx so much uzi idiot <3
uzi idiot
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Posted: 10th Aug 2017 18:11
Photoshop's the easiest to use once you learn it, but I'm sure you could use GIMP or Paint.NET.
You can find plenty of tutorials for texturing on youtube, especially for PBR.

Polycount's wiki should give you a good introduction.
http://wiki.polycount.com/wiki/PBR
http://wiki.polycount.com/wiki/TexturingTutorials
http://wiki.polycount.com/wiki/Normal_map
If something compiles on the first try. Something is terribly wrong.
xlghostlx
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Posted: 10th Aug 2017 18:26
I LOVE YOU! Thx u so much i'll try to learn it right after i'll get a new ISP

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