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View Full Version : [REQ] Wet / water effect on submarine + light metal effect


sweln
03-11-10, 11:13 AM
The sub looks always dry (even when washed out by big waves) and very matt.
I know that they were using matt paint on vessels but still all that water should affect the rendering of the hull.

In many games the devs managed to give a wet and metal effect to models.

Gears of War has a very good wet effect, and the best example out there would be Bird of Prey (but they are not the same rendering, BoP seems to be the easiest, using some kind of reflection effect).

Stuff here :

http://farm5.static.flickr.com/4026/4248623916_a0fb9b055f_b.jpg

http://farm5.static.flickr.com/4023/4247851597_8e519f14e8_b.jpg

http://farm3.static.flickr.com/2666/4247851479_796994fa98_b.jpg


http://www.flickr.com/photos/46251923@N07/4248623916/sizes/l/in/set-72157623021332077/In the same way, the deck of the Submarine should reflect a little it's metal aspect.

Still in BoP, they managed to do it very well :

http://farm3.static.flickr.com/2752/4247855579_28bf2c4ff7_b.jpg



http://www.flickr.com/photos/46251923@N07/4247851597/sizes/l/in/set-72157623021332077/

http://www.flickr.com/photos/46251923@N07/4247851479/sizes/l/in/set-72157623021332077/

The General
03-11-10, 11:27 AM
I concur. SH5 is missing the kind of thing seen above. It's been around since Half-Life 2.

kapitan_zur_see
03-11-10, 02:57 PM
I agree also!
Problem is, this kind of things are made through shaders programing, and it's not an easy thing to do... Let alone possible to do if what triggers the shaders is hard-coded and not implemented/ can't be added (in other words, how to call the shaders to turn on at specific events, if you can't access the triggers regarding the events or add new one)

emtguf
03-11-10, 03:12 PM
If it is anything like the Flightsim rendering then it will be controlled by alpha channels in the textures themselves, and depending how the texture is set in the 3d Program determines shine, opacity, etc...

So it will come down to how the game is coded to deal with these, and may not be something that can be modded in.

Guess we can always play with the textures alpha channels and see what happens.

urfisch
03-11-10, 03:41 PM
nice idea...dont know, how to handle this...but maybe theres a chance. maybe we can use the reflection controllers...even on the boat?

kapitan_zur_see
03-11-10, 05:33 PM
Alpha-channel for the sub textures is already used to control the specular map...
Specular maps are the maps you use to define a surface's shininess and highlight colour.
The higher the value of a pixel (from black to white), the shinier the surface will appear in-game. Therefore, surfaces such as dry stone or cotton fabric would tend to have a very dark specular map, while surfaces like polished chrome or plastic would tend to have lighter specular maps.

White area in the alpha channel will reflect light more, giving the area a more "shiny" look but definitely not "wet", because it won't look "reflective" as a mirror, plastic or water would.

Typical specular mapping and normal mapping (aka bump mapping) in action:

http://www.3dm3.com/tutorials/can/Coke_Texturing.jpg

The result:
http://www.3dm3.com/tutorials/can/CokeCan.jpe