Environment Map Question

Zach Griffin

28-02-2006 14:18:36

It may have been asked before but I searched and couldn't find the answer. I have an environment map set up on top of a texture which displays however I am unable to find out how to reduce the strength of the mapping as it is now on 100%. I couldnt see any value in the tutorial or the mat editor.

mikachu

28-02-2006 18:29:19

I've looked for the same function, in order to do imperfect reflection.
Finally, I put reflection on first texture stage, and the diffuse texture with an alpha channel on the second stage, and I do an alpha blend between the two stages. For your case, just add an uniform alpha channel on the diffuse texture.

manowar

01-03-2006 14:20:46

Hi,

If you really need more control on your reflection map, a good way is to use shaders. You could easily control the blending factor by passing it as parameter to the shader. You could add features like masks, when you want parts of the object without reflection for example. This kind of shader is quite simple to write too.
I have not looked yet about adding new shaders to the exporter. From what I read I think it is possible. A good thing would be maybe to add a 'database' of useful shaders in the wiki for example. Good luck anyway.

Eric

Zach Griffin

02-03-2006 05:43:59

Thanks for the help guys. Ive been playing around with the environment maps some more wand some alpha layers as well. However I still cant tone down the reflection. I exported the car paint shiny shader from Rendermonkey using the ogre exporter and placed the generated file in the max/azathoth/media/shaders folder and ran Max but the new shader didnt appear. Also I may as well ask now, does anyone have a good idea about creating a chrome effect for metal?

Lioric

03-03-2006 00:42:50

You can use the vertex alpha value for the effect you are looking for, i dont know your specific requirements, but this is a method you can use without shaders (but shaders are recommended for ultimate control)

Use a two pass material with the diffuse texture on the first pass, and the env map on the secondth pass, but with alpha_blend mode

The alpha value of each vertex will control how transparent (or intense) is the env map effect, you can set different values for different parts of the mesh to do irregular or noisy surface

see this image



env mapping with vertex alpha

The object has three sets of alpha values for its vertices, the yellow part has 100% alpha, the pink is 50% alpha and the white part is 10%

If you want more information, ask for it, as an article is considered to be added to the artist center about this