Game Development Community

Paint Shader, reflections and glow?

by Adam Zeliasz · in Torque 3D Beginner · 03/17/2010 (11:09 am) · 8 replies

Is there an easy way to create a car paint shader? Unless Im missing something I don't see a lot of presets that you can use.

Also, what's an easy way to create reflections, such as a mirrored surface?

Can you control the amount of Glow, under the Lighting Properties in the Material Editor?

Thanks!

About the author

My name is Adam Zeliasz. I'm a designer testing out Torque 3D for an independent title. I specialize in modeling and animation, and well as web and print design.


#1
03/19/2010 (6:24 am)
Hi Adam,

I don’t know if you have seen this: www.liman3d.com/shaderpackvol1_overview.html

7.Environment Cube Reflection + Specular, that may be what you need…
#2
03/19/2010 (6:28 am)
That's for the link. I was hoping that there would be more solutions built in without having to buy 3rd party add-ons.
#3
03/19/2010 (6:36 am)
Hi Adam,

Yeah, that’s understandable. The thing with the shader pack is Liman provide a lot of nice tutorials using the pack ( [url] http://www.liman3d.com/tutorials.html [/url] ) and the support there is really great should you run in to any difficulties.

He also made another post here that may be of some use [url] http://www.torquepowered.com/community/resources/view/19429 [/url]

Hope that’s some help, time for some dinner!
#4
03/19/2010 (8:15 am)
1. A car shader is one you will have to author yourself, there are several artist friendly shader authoring tools out there such as the nvidia ones which can be helpful, however you would still need to make a couple tweaks to the final output file to make it work in T3D just compare your shader to the prexisting ones in T3D

2. Cube maps will allow you to set up reflections

3. To control glow use the emmissive slider under the material editor, keep in mind you can also create glow masks as well which can assist in assigning your glows to only portions of your model. You can see an example that aaron baker posted in the private forums on a similar subject here www.fovproject.com/index.php?supermode=gallery_view&previewm=1&a=In_Game...
#5
03/19/2010 (9:00 am)
@Ken -

1) Thanks, I'll have to look into the shader authoring tools.

2) I was using cubemaps; but I was wondering if there's another solution, say I wanted a reflection of a vehicle on the ground below it. When this vehicle turns, it angles it's body so I thought the only solution would be some sort of real time reflection.

3) In the demo version of 1.01, there isn't an emissive slider. Just a check-box for that and glow. How do you create a glow mask?

Thanks!

#6
03/19/2010 (11:20 am)
hopefully Aaron Baker doesn't mind my re posting this here but here is the quick tutorial he posted in the private forums on doing a glow mask. If you don't have the emmissve slider it must be new to the 1.1 beta, one of the negative sides of having a pro license is it seems we are all using a beta version most of the time :) but for the glow mask here is what was posted

Quote:used transparent .PNG with the glow portion in whatever color I wanted it to be. Easily accomplished if you have paint.net.

Take the gideon textures for example, open them up in paint.net and convert them to black and white. Adjust the contrast and brightness to get the highlight parts to be as distinct as you can get. Use the magic wand tool and select the areas you want. Make a new empty layer, switch to it, and then fill or paint the areas selected with your color of choice. Once you are done, delete the original layer and save the image out as a png.

Place this file in with the rest of the textures and run the Material editor. Open up the gideon model, selecting either head or body, and select layer 1 instead of 0, then select the new image you made for the diffuse for that layer. Select the glow and emissive checkboxes for that layer, then save the material. You should have a tron like gideon character now.

Here is a set of those masks:
http://www.fovproject.com/Miscfiles/emissive.zip


as far as real time reflections i am fairly sure its possible to do i just haven't done it recently to remember off the top of my head, I will look into it when i get home from work tonight and post what you need to do, i think it might be as simple as a check box in the shape properties for cast reflections, but i am not 100% sure.

I am sure you will have more questions once you start playing with shader authoring
#7
03/19/2010 (9:15 pm)
well apparantly the old planer reflections method is gone and replaced with dynamic cube maps, I havent been able to get one to work yet, so hopefully someone else can answer your question, otherwise Ill post it as soon as i manage to figure out how to use them. Apparently you cant just apply one to a plain old static shape....
#8
06/16/2010 (9:20 am)
Yeah, that would also be interesting for me: did someone sucessfully use dynamic cubemaps to set up a mirror in T3D?

The Liman shaders seem also to be limited to the cubemap approach: For a dynamic reflection, one needs also dynamic cubemaps.

Can someone confirm or correct me?