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hpl3:tutorials:material_translucent [2011/11/29 19:56]
thomas [DDS Texture Export]
hpl3:tutorials:material_translucent [2011/11/29 20:55]
thomas [Steps]
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-**2) Changing to translucent.**\\+**2) Changing to Translucent.**\\
 Now open up MaterialEditor (leave modelviewer open) and open "​transbox.mat"​. Here change the type to "​translucent"​ and the blend mode to "​mul"​ (you can use other blend modes, but mul is often the best when dealing with translucent surfaces).\\ Now open up MaterialEditor (leave modelviewer open) and open "​transbox.mat"​. Here change the type to "​translucent"​ and the blend mode to "​mul"​ (you can use other blend modes, but mul is often the best when dealing with translucent surfaces).\\
 {{:​hpl3:​tutorials:​material_trans02.jpg?​direct&​300|}}\\ {{:​hpl3:​tutorials:​material_trans02.jpg?​direct&​300|}}\\
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-**3) Adding ​environment map.**\\+**3) Adding ​Reflection**\\
 The material looks a bit more translucent,​ but there is still a lot more that can be done. The next thing is to add a cubemap that will form an environment map for the material.\\ The material looks a bit more translucent,​ but there is still a lot more that can be done. The next thing is to add a cubemap that will form an environment map for the material.\\
  
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 Cubemaps are placed in "​textures\environment"​ and NOT in the same folder as the dae, mat, etc files! This because one cubemap can be used for many different materials. Name the environment map like this: [environment]_env,​ eg: "​livingroom_env.dds"​\\ Cubemaps are placed in "​textures\environment"​ and NOT in the same folder as the dae, mat, etc files! This because one cubemap can be used for many different materials. Name the environment map like this: [environment]_env,​ eg: "​livingroom_env.dds"​\\
  
-Now in the +Now in the MaterialEditor,​ check the CubeMap checkbox and then select the cubemap you have created. You will now see that box has gotten a reflection:​\\ 
 +{{:​hpl3:​tutorials:​material_trans04.jpg?​direct&​300|}}\\ 
 +You can now play around the the frensel properties to change how the reflection changes depedning on the slope of the surfaces. The default values are pretty good in most cases though.\\ 
 +More importantly,​ if you have a rounded objects (unlike this cube) try changing the two RimLight parameters to get a nice glow around the edges that enchances the shape of the objects.\\ 
 +Finally the AffectedByLightLevel parameter should be checked if you know that the object will be in an environment where the general light level change a lot. What it does is to make the opacity of the model depedning on the average light the model is in and makes it not seem glowing when in darkness. Can keep this off as default as it takes a  bit cpu resources and turn on if it turns out it is needed. 
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hpl3/tutorials/material_translucent.txt · Last modified: 2011/11/29 21:21 by thomas