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Inverse Shadowing (Read 6478 times)
25th Mar, 2009 at 2:25am

Baron von Blutwurst   Offline
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Hi folks,

I've been messing with FSX materials today and when I applied and exported,(used Imagetool as well),the in-game shadows are reversed. As in the plane is shadowed toward the light source and not while facing away.

What persay could be causing this effect?

Cheers
Randy
 

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Reply #1 - 25th Mar, 2009 at 11:37am

Au-MaV   Offline
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Hi
could be Bump maps,if they are missing or not formed correctly you will have some weird lighting effects
Cheers
 
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Reply #2 - 25th Mar, 2009 at 2:33pm

Baron von Blutwurst   Offline
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Thanks for the insight Mav...I have a feeling that might actually be the issue too..

Cheers
Randy
 

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Reply #3 - 25th Mar, 2009 at 3:00pm

Baron von Blutwurst   Offline
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Hi again Mav,

You were correct....I had forgotten to paste the Red Channel too the to the Alha Channel and then make the Red Channel Black 0/0/0 and INVERT the Green Channel before saving as a  32 bit Targa and processing thru Image tool.

On a note,if you like the idea of inverse shadows to play with,just make your Bump/Normal map in Grey and process with NVidia Plug-in and save as 32 Bit Targa and then Prcess thru Image Tool. It is a bizarre effect to say the least.

Thanks Again m8
Randy
 

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Reply #4 - 25th Mar, 2009 at 6:45pm

Fr. Bill   Offline
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Just out of curiosity, since you are using the nVidia plugin for Normal Maps, why aren't you also using the nVidia DDS exporter plugin as well?  Huh
 

Fr. Bill
Gauge Programming - 3d Modeling Eaglesoft Development Group Intel Core 2 Quad Q6600-4 GB DDRII Crucial PC6400-500 GB SATA-ATI Radeon HD2400 Pro 256MB
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Reply #5 - 26th Mar, 2009 at 12:18am

Baron von Blutwurst   Offline
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sorry Bill,

Ididnt know you could actually use anything but imagetool
 

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Reply #6 - 26th Mar, 2009 at 1:47pm

Fr. Bill   Offline
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The only "gottcha" using the nVidia DDS plugin is that unlike ImageTool.exe, the image isn't "autoflipped" when saving...

...hence the user must remember to perform an Image/Flip Vertical prior to saving as a DDS file...  Cool
 

Fr. Bill
Gauge Programming - 3d Modeling Eaglesoft Development Group Intel Core 2 Quad Q6600-4 GB DDRII Crucial PC6400-500 GB SATA-ATI Radeon HD2400 Pro 256MB
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Reply #7 - 28th Mar, 2009 at 11:49am

FSafranek/FFDS   Offline
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I got a report back on something similar with one of my Mirage repaints.  It looks fine on my system and no one else who has downloaded and applied it has reported any problems.  I made them correctly.  He is using an NVIDIA 8800 GTS with 512 Mb and the 6.14.11.8122 driver.  Mystery to me.  Luckily it's an isolated case.

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Reply #8 - 31st Mar, 2009 at 1:43am

Baron von Blutwurst   Offline
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Thanks for the pics FS,,exactly the problem I encountered.....with the newest Nvidia drivers too....wish these guys would get on the same page. I solved the shadwoing by going DXT5 with Interpolaged ALPHA, but, now my reflections are heavily pixelated....I"m at a loss.

Cheers
Randy
 

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Reply #9 - 1st Apr, 2009 at 1:23pm

DaveNunez   Offline
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Sounds like mipmaps are getting in the way - if it is possible, try saving the specular channel without mipmaps on.
 

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Reply #10 - 10th Feb, 2010 at 1:13pm

FSafranek/FFDS   Offline
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DaveNunez wrote on 1st Apr, 2009 at 1:23pm:
Sounds like mipmaps are getting in the way - if it is possible, try saving the specular channel without mipmaps on.

Sorry, just spotted your comment Dave.  No mipmaps involved -- never use the stuff.
 

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Reply #11 - 18th Mar, 2010 at 1:59pm

FSDSMAN   Offline
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Quote:
The only "gottcha" using the nVidia DDS plugin is that unlike ImageTool.exe, the image isn't "autoflipped" when saving...

...hence the user must remember to perform an Image/Flip Vertical prior to saving as a DDS file...  Cool

Then what is the benifit of using it?  Huh
 
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Reply #12 - 18th Mar, 2010 at 3:46pm

DaveNunez   Offline
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I believe the nvidia plugin lets you save straight to DDS in photoshop, so no need to have an additional tool in the middle of your workflow.
 

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Reply #13 - 19th Mar, 2010 at 12:58pm

Fr. Bill   Offline
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Dave has the right of it. Since I use the Photoshop .psd file in Max/GMax, I can keep the .psd loaded in Photoshop, make changes, resave it, then see the results instantly in Max/GMax...

After exporting a new model from Max/GMax for FSX, I can then flip the bitmap in Photoshop, Save As DDS/DXT1 or 5 directly from Photoshop and see the results in FSX...

I then "Step Backwards" in Photoshop to "unflip" the master .psd file and I'm ready to keep working in Max/GMax...

For me it's main advantage is a smoother workflow by not having to use any other intermediate programs or steps to accomplish the task(s) required.  Wink
 

Fr. Bill
Gauge Programming - 3d Modeling Eaglesoft Development Group Intel Core 2 Quad Q6600-4 GB DDRII Crucial PC6400-500 GB SATA-ATI Radeon HD2400 Pro 256MB
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Reply #14 - 19th Mar, 2010 at 1:11pm

FSDSMAN   Offline
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Makes good reasoning I guess. Me - I am a FSDS'er (although I have Max and the cut down G version) So with FSDS you can view the model/part and change the texture and see how it maps, wraps or distorts etc on the fly as you model. I also use Paint Shop as I have been doing so for 12 years or so and only use photoshop to do the bumpy stuff as I do not think the nvidia plug-ins work with PSP.
Each to his own I guess and "if it ain't broke - it will be  Grin"
 
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