For most purposes it's best to stick to the grayscale range. a tin roof and brick wall.įor a material that deals strictly with a metal object, e.g something representing brass or copper, a colored specular light may be useful. The specular levels in the alpha channel are great for representing the difference between e.g. The maximum specular intensity can be set by altering the shade of gray in specular color, after that the alpha channel in the normal map describes the per pixel intensity. Simply, these are the settings that are permanently set in game. Note under Specular Hilights in the pictured settings that adjusting these spinners has no effect on the reult in game. These kind of adjustments would normally be made in texture editing software such as Photoshop. The diffuse light color can be tinted, lightened or darkened. RGB 200,200,200 is a good starting point. The variable is limited but it's worth finding the ideal value of gray for the particular object. The ambient light color can be gently modulated, reduce it too much and dark surfaces result, boost it too much and the mild realtime occlusion effect is lost. The following properties are common to most materials configured in 3D Studio Max. Here are the Material Types and the 3D Studio Material Editor settings. See HowTo/Export from 3DS Max using FBX instead. Please note that this document is obsolete as of trainz-build 4.5.
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