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Scenery Lighting in FSX (Read 5973 times)
Reply #15 - 18th Feb, 2010 at 4:50pm

DaveNunez   Offline
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Got it, I will investigate.
 

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Reply #16 - 19th Feb, 2010 at 7:59pm

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Looks like we are missing some switches on the tweaker!

Fr. Bill, what does your fresnel ramp look like? I can get it all to work, but during the day, the light splash appears as if it were a shiny specular highlight on the model.
 

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Reply #17 - 20th Feb, 2010 at 7:31pm

Fr. Bill   Offline
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DaveNunez wrote on 19th Feb, 2010 at 7:59pm:
Looks like we are missing some switches on the tweaker!

Fr. Bill, what does your fresnel ramp look like? I can get it all to work, but during the day, the light splash appears as if it were a shiny specular highlight on the model.



It is nearly pure black... 256pX4p, RGB:19,19,19 A:256,256,256, DXT1 ARGB  4 bpp | 1 bit alpha

I get no light whatever during the daytime.
 

Fr. Bill
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Reply #18 - 20th Feb, 2010 at 8:43pm

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That did the trick. It needs the fresnel to be applied, plus the BlendDiffuseByInverseSpecularMapAlpha tag in the material. I am cooking up a new release of FSDSxTweak to accomodate this new switch and a couple of other small things. Release hopefully by the end of this coming week!
 

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Reply #19 - 20th Feb, 2010 at 9:21pm

H_Farfy   Offline
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Thank You Dave.
And you too Bill, I appreciate your help.

Now I am like a kid waiting for Santa Claus.

Scott
 
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Reply #20 - 20th Feb, 2010 at 10:18pm

PutPut   Offline
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Dear Santa,  Don't forget a certain chimney in Long Beach! Wink  Now, I'll go back to the SDK's and see what fresnel ramps are all about!  Never too old to learn!

Paul

 
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Reply #21 - 20th Feb, 2010 at 11:20pm

Fr. Bill   Offline
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You won't find any real explanation in the SDK, unfortunately.

Well, truthfully in this particular instance the fresnel ramp is doing something it really doesn't normally do... It's being used to "kill all specular shine and reflectivity" so the "light poly" is invisible during the daytime.

Fresnel ramps are used to affect a material or texture based on the angle of incidence between your view and the direction each polygon in the object faces. If you're looking at a ball then a fresnel ramp could be used to change how the part of the ball directly facing you looks versus how its edges that are facing away from you are shaded. So you could have the parts of the ball facing away from you tinted blue, and the rest red for instance. They can also control translucency in the same way. You can achieve some really amazing effects with them.

Likewise, the specular map is being used in a non-intended way.

Specular maps on aircraft models basically control the shininess of of things, but they allow control on a per pixel basis rather than a global setting in a material like FS9 had. So with a specular map you can have say a black nose hood be a lot less shiny and 'glinty' than say a polished aluminum part. They can also be used to change the colour of the hotspot where the sun actually hits an object, making it slightly yellow or blue or whatever. In a specular map the RGB colour channels control the colour and intensity of the hotspot highlights and the alpha channel controls how sharp or broad the hotspot is. As an example both an orange and an apple are specular but an orange has a broader and lower intensity hotspot whereas the polished apple is much more 'specular' with a brighter smaller hotspot. Specular maps are great because unlike bump maps they cause very little performance hit.

Both of these ideas came to us via Jon Blum. I really don't know where he came up with the idea, but it is brilliant!

The above explanations for frenel ramp and specular maps was provided by Mike Johnson (Lotus) in a thread from last year at AVSIM: Multimedia File Viewing and Clickable Links are available for Registered Members only!!  You need to Login or Register
 

Fr. Bill
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Reply #22 - 20th Feb, 2010 at 11:40pm

PutPut   Offline
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Bill,  Thanks for that.  It is a very concise understandable explanation.  I have been successfully using specular maps but have never used a fresnel ramp.  Your explanation opens up new avenues to try.

Paul
 
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Reply #23 - 20th Feb, 2010 at 11:53pm

Au-MaV   Offline
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Hi
Ill add to Bills info above
that Dxtbmp does not like to open fresnel ramp in dds mode.but are fine when they are converted to bmp's
I tend to use IrfanView to view them,then save them as bmp's so I can edit them.

Wozza

 
 
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Reply #24 - 28th Feb, 2010 at 5:52pm

DaveNunez   Offline
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Reply #25 - 28th Feb, 2010 at 6:50pm

H_Farfy   Offline
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Thank You Dave.
I can’t wait to light up the streets with a new light.
….I guess I should build a new power plant to run them LOL

Scott
 
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Reply #26 - 28th Feb, 2010 at 8:53pm

Fr. Bill   Offline
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Have fun, Scott. I certainly am! Check out my latest post in the 33MO - Leaming Field thread in the WIP forum...  Wink
 

Fr. Bill
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Reply #27 - 2nd Mar, 2010 at 7:47pm

H_Farfy   Offline
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Hi Guys
Quote:
Check out my latest post in the 33MO

Oh Man that looks great Bill, I am going to try the light cone next.

I have my light working
Thank You to all that helped.

I have been playing with this to see what works best.

I am not sure if I am doing this as efficient as I could but this is what I have done.

For Street Light FSX 4
Farfy 430 is the texture that I put on the polygon on the ground it is white with a white alpha channel.

Farfy 431 is black with a white splash and a white alpha channel.

Next I played with the texture that was in the diffuse slot, it was white and I changed it to orange. But this did not give me a orange light next I took it out all together…it doesn’t seem to do anything for me so I left it out.



So to get an orange light splash I tried a few things in the end I made a new texture and a new light Street Light FSX 6 the only thing I change was Farfy 435. It is black with an orange splash and a white alpha.

The last one a played with is the Fresnel Ramp, I made one that Jon Blum talked about 18,18,18 with a white alpha. Light looked ok, next I made one that was pure black with a white alpha, I didn’t see any change so I left it out and the light seems to work just fine.


Do the textures in the Diffuse and Fresnel Ramp do something that I just don’t understand?


Scott
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