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Propeller disc bloom using FSDSXTweak ? (Read 11091 times)
28th Apr, 2009 at 1:30pm

Rick_Piper   Offline
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Hi Guys

Has anyone found out how to use the FSX default prop disc bloom on a model from FSDS3.51

it's the only feature i have not yet managed to get working (apart from bones) which i don't need currently.

I can set normal specularity and normal bloom but not the nice little patch of bloom like the default prop discs.

the only Non default model i have seen is Danno's Vickers Wellington

Regards
Rick

Edit: after a bit more looking the default effect works with "Bloom" off  Shocked so must be a tag to make the effect work as it's not bloom in the normal sense
anyone know the material settings  in FSX for default prop discs may be a more accurate question  Wink
 
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Reply #1 - 28th Apr, 2009 at 9:59pm

DaveNunez   Offline
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This has to be a combo of properties, because there is no 'prop' related properties specifically mentioned in the .x file header. Warning: voodoo ahead.
 

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Reply #2 - 28th Apr, 2009 at 10:58pm

Au-MaV   Offline
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DaveNunez wrote on 28th Apr, 2009 at 9:59pm:
Warning: voodoo ahead.

Wozza chases chickens around back yard....ok fire away Im ready Cheesy
 
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Reply #3 - 29th Apr, 2009 at 4:16am

Rick_Piper   Offline
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Hi Guys

I guess it's something to do with the glossiness setting in the material
we only have that as a seperate texture i think like specular.

it's just a hurdle i want to crack as soon as i can as it's been bugging me a while now. Wink

Regards
Rick
 
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Reply #4 - 2nd May, 2009 at 1:55pm

DaveNunez   Offline
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As far as I can tell, the glossiness parameter of the material is ignored if you have a spcular map, because the alpha channel of the specular map is in fact the specularity (glossiness seems to apply to materials without a spec map).

Maybe if someone posted a screenshot of the effect in question we can scrutinize it a little more closely?
 

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Reply #5 - 5th May, 2009 at 5:58am

Rick_Piper   Offline
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Hi Dave

Did some more testing over the weekend

it's definately a materials thing as i renamed the B350 prop texture so it wouldn't find it and in the sim the propeller disc is black with the point of light on it's surface

thats without having bloom turned on in the sim

so there must be another switch for that effect i guess.

I need to find GMAX and look at that default DC3 prop disc.

Regards
Rick

edit
added forgotten pic of B350 with texture removed
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Reply #6 - 5th May, 2009 at 11:46pm

DaveNunez   Offline
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Ok! That looks like a high specularity on the disc material as you suspected (in gmax they call it glossiness). You can set that up through the new version on FSDSxTweak (can't recall the version number, but it is the only version on AVSIM these days (if their library is back up).
 

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Reply #7 - 6th May, 2009 at 5:46am

Rick_Piper   Offline
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Hi Dave

I have tried tweak v 2.4 but cannot see any effect of adding specular base material with it
ie: it does not do what it should so gone back to specular maps again as that works fine.

Regards
Rick
 
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Reply #8 - 6th May, 2009 at 11:19pm

DaveNunez   Offline
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Oh, I thought I had that in there!

Well, at least you figured out a way to do it.
 

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Reply #9 - 7th May, 2009 at 6:58am

Rick_Piper   Offline
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Hi Dave

No i ment i can't get specular base material to function using tweak 2.4

not that i had worked out the propeller material  Wink

still can't make FSX propdisc material

what is "Blinn" shading as thats what is used on the default propdics

they are (in 3dsMax)

Blinn Basic perameters

Ambient 150,150,150
Diffuse 150,150,150
specular 240,240,240
opacity 100
specular level 30
Glossiness 10%
soften 0.1
Use global enviroment =1
Reflection scale 10%
specular map power scale 25%
Allow Bloom=1
specular bloom floor 0.9
ambient light scale 1.0

framebuffer blend
SrcAlpha
InvSrcAlpha
NoShadow=1

glossiness seems to be the one i think

Regards
Rick
 
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Reply #10 - 8th May, 2009 at 12:13am

DaveNunez   Offline
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AFAIK, blinn is the standard material. Glossiness is in fact the parameter you want to play with here.

In fsdsxtwek_edit 2.4: Under the materials tab, you can set this. I have called it Specular:

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You can change the color and power separately.
 

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Reply #11 - 8th May, 2009 at 12:56pm

Fr. Bill   Offline
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It has always been my understanding that the only two "Blinn" parameters that're used are Specular Power and Opacity. In the document "New Aircraft Procedures" if you examine the "recipies" carefully, you'll note that the only time Opacity is specified is in the case of "Glass," and that only that it be "less than 50."  Actual Specular is set further down in the Enhanced Parameters using "Specular Map Power Scale."

Interestingly enough, the "recipie for Glass" doesn't call for any Specular at all:

Quote:
Propeller
This is used for propeller discs that have partial transparency.

Assign the diffuse image by checking the Diffuse Color box and selecting an appropriate diffuse color map.  In this case, the bitmap should have an alpha channel or transparency layer (32 bit).

Under Bloom, check the Allow bloom box, move the slider for Specular Bloom Floor to 0.9, and move the slider for ambient light scale to 1.0.

Under Framebuffer Blend, click on Set Default Transparent.  Source Blend and Destination Blend are set to SrcAlph and InvSrcAlpha, respectively, and under Enhanced Parameters check No shadow, which should look better than a completely opaque shadow.


Here is the FSX Material definition for the DC-3's prop_blurred disk. I see no mention of any of the other Blinn parameters:

Code:
Material FSX_DC3_Prop0 {
  0.588000; 0.588000; 0.588000; 0.900000;;
  0.000000;
  0.019608; 0.019608; 0.019608;;
  0.000000; 0.000000; 0.000000;;
  TextureFileName {
     "Prop_DC3.dds";
  }
  DiffuseTextureFileName  {
    "Prop_DC3.dds";
  }
  FS10Material {
    0.588000; 0.588000; 0.588000; 0.900000;; // Diffuse component
    0.019608; 0.019608; 0.019608;;     // Specular component
    0.000000;		  // Specular power
    1.000000; 1.000000;	    // Detail and bump scales
    1.000000;		  // Scale environment level factor
    0;		  // Do not use global environment
    0;		  // Do not blend env by inv diffuse alpha
    0;		  // Do not blend env by specular map alpha
    0; 0; 0;	// Fresnel - diffuse = NO, Specular = NO, Env = NO
    0; 0; 0.000000;	// Precipitation - Use = NO, Offset = NO
    64.000000;		  // Specular Map Power Scale
    "SrcAlpha"; "InvSrcAlpha";  // Src/Dest blend
    BlendDiffuseByBaseAlpha  {
	0;
    }
    BlendDiffuseByInverseSpecularMapAlpha  {
	0;
    }
    AllowBloom  {
	1;
    }
    SpecularBloomFloor  {
	0.900000;
    }
    EmissiveData  {
	"AdditiveNightOnly";  // Emissive mode
    }
    AlphaData  {
	0;  // ZTest Alpha
	0.000000;  // Alpha test threshold
	"Never";  // Alpha test function
	0;  // Perform final alpha write
	255.000000;  // Final alpha value
    }
    EnhancedParameters  {
	0;  // Assume vertical normal
	0;  // Z-Write alpha
	0;  // No Z-Write
	0;  // Volume shadow
	1;  // No shadow
	0;  // Prelit vertices
    }
    BaseMaterialSkin {
	0;  // Skinned
    }
    DoubleSidedMaterial {
	0;  // Double sided
    }
    BlendConstantSetting {
	0;  // Blend constant
    }
    ForceTextureAddressWrapSetting {
	0;  // Force texture address wrap
    }
    ForceTextureAddressClampSetting {
	0;  // Force texture address clamp
    }
    BaseMaterialSpecular {
	1;  // AllowBaseMaterialSpecular
    }
    NoSpecularBloom {
	1;  // AllowSpecularBloom
    }
    EmissiveBloom {
	0;  // AllowEmissiveBloom
    }
    AmbientLightScale  {
	1.000000;
    }
    DiffuseTextureFileName  {
	"Prop_DC3.dds";
    }
    FresnelTextureFileName  {
	"fresnel_ramp.dds";
    }
  }
 // End FS10Material
}		// End Material 'FSX_DC3_Prop0'
}		// End MaterialList for 'prop0_blurred_400'
 

 

Fr. Bill
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Reply #12 - 8th May, 2009 at 9:31pm

DaveNunez   Offline
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Yes, interesting indeed. I notice material specular does play a role though - notice the specular component (color) is set to non 0, and further down, the

BaseMaterialSpecular {
     1;  // AllowBaseMaterialSpecular
    }


is set.
 

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Reply #13 - 9th May, 2009 at 12:26am

Fr. Bill   Offline
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The specular component (color) values are only used if you do not include a separate Specular Color bitmap w/Alpha, otherwise the spec color bitmap is applied pixel-to-pixel with the diffuse color bitmap to specify the color and diffusion of the highlights.  

The DC-3's FSX Material for the prop_blurred has only a Diffuse Color bitmap w/Alpha for transparency. Cool
 

Fr. Bill
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Reply #14 - 9th May, 2009 at 1:26am

DaveNunez   Offline
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Oh, I was under the impression that if you had

BaseMaterialSpecular {
     1;  // AllowBaseMaterialSpecular
    }

if the material the base material was also applied.
 

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