View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0005043 | The Dark Mod | Graphics | public | 17.08.2019 16:30 | 14.09.2019 17:36 |
Reporter | VanishedOne | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | always |
Status | new | Resolution | open | ||
Summary | 0005043: RGBA keywords have no effect in cubemap stages if material has light interaction | ||||
Description | See comments by spooks: 'It seems to me that the rgb parameters work on cubemap stages ONLY when there are no diffuse/bumpmap/specular map blending stages set on the material.' http://forums.thedarkmod.com/index.php?/topic/17308-epis-many-questions-thread/&do=findComment&comment=388559 http://forums.thedarkmod.com/index.php?/topic/17308-epis-many-questions-thread/&do=findComment&comment=388549 TDM nonetheless has light-interactive materials that *try* to use rgb-adjusted cubemap stages, e.g. textures/darkmod/stone/flat/smooth/marble_pattern01_polished I don't know whether that indicates this worked at some point in the past, or whether the material authors assumed it did (this particular material also seems to try to use alpha blending without an actual alpha mask, so the author may have been throwing mud at a wall to see what stuck). | ||||
Tags | No tags attached. | ||||
This seems like a corner case to me. You can easily adjust cubemap intensity with materials using all the texture slots (d/n/s) via the makealpha stage: { maskcolor map makealpha (textures/mask_texture) // eg. your specular texture or a dedicated mask alpha .2 // modify it as needed } { blend gl_dst_alpha, gl_one maskalpha cameraCubeMap textures/your_cubemap texgen reflect } |
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Yes, that's in the linked thread. But if you want to manipulate the channels independently, you have to make a different alpha mask stage each time, ending up with up to six stages to get the job done: http://forums.thedarkmod.com/index.php?/topic/17308-epis-many-questions-thread/page/5/&tab=comments#comment-388559 | |
I took a glance at that thread, but I'm not getting what's a practical reason / common situation when you'll actually need tinting a cubemap. For reflection you either get specular for tinting and then you use a cubemap "to take reflections to the next stage", if just a specular hotspot on a smooth surface isn't enough. But you don't have to tint cubemaps for that. | |
We have glass materials that accept colour parms for their cubemap stages without having any specular interactions (no light interactions at all in fact, so the cubemap tint should actually work): textures/darkmod/glass/colored for example. | |
And why would you want to create materials in such a weird way? Always start with diffuse/normal/specular combo, and then, if the specularity isn't enough to get the surface properties you want, you add cubemap reflections as well. Besides, cubemaps get washed out by high intensity light sources, so they should never be used instead of a specular map. | |
It is, of course, always possible that people didn't know what they were doing; and it is always possible that they did, and Chesterton's Fence applies. In the case of highly transparent glass and water materials, I surmise that the cubemap stages may be there to represent surface reflectivity independent of actual light interactions, and to accentuate surface distortions in materials that use HeatHaze. (After all, it's not unusual for TDM environments to be dimly lit and to have only very dark scenes behind glass/water surfaces.) | |
Then I'd assume the former, as the workflow I posted is standard for both typical materials and translucent ones. To accentuate the distortion in the HeatHaze material you use a distortion texture for that program. Cubemap is useful when you need to have more than just a specular hotspot reflectivity, so you can put some generic cubemap there or maybe something like a fake interior reflection. But cubemap reflection doesn't replace basic specularity, and it vanishes when you put a light source nearby it or turn on the PC's lantern. | |
I think the direction of this thread has ceased to be germane to the tracker. | |
...As the whole ticket itself, which is based on low-priority corner case, which is in turn a result of an incorrect way of working with materials. I don't see dozens of developers complaining about not having something to do here, so tickets like this one aren't helping much. |
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Date Modified | Username | Field | Change |
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17.08.2019 16:30 | VanishedOne | New Issue | |
17.08.2019 16:42 | VanishedOne | Relationship added | related to 0005044 |
18.08.2019 15:05 | VanishedOne | Severity | feature => normal |
31.08.2019 23:14 | VanishedOne | Description Updated | |
13.09.2019 05:35 | Judith | Note Added: 0011845 | |
13.09.2019 15:43 | VanishedOne | Note Added: 0011847 | |
13.09.2019 18:33 | Judith | Note Added: 0011849 | |
13.09.2019 19:17 | VanishedOne | Note Added: 0011850 | |
14.09.2019 09:00 | Judith | Note Added: 0011852 | |
14.09.2019 14:45 | VanishedOne | Note Added: 0011855 | |
14.09.2019 15:30 | Judith | Note Added: 0011856 | |
14.09.2019 17:29 | VanishedOne | Note Added: 0011858 | |
14.09.2019 17:36 | Judith | Note Added: 0011859 |