Jump to content

Photo

detail or glow texture in material editor

material texture textures glow detail

  • Please log in to reply
5 replies to this topic

#1
Indarello

Indarello

    Journeyman

  • Members
  • Pip
  • 30 posts
Somebody know how to enable "glow" texture or "detail"?
I have this texture but dont know ho to apply it in material editor
 
This is what I have and I want
 

Attached File  111.png   156.53KB   0 downloadsAttached File  333.png   47.91KB   0 downloads


Edited by Indarello, 23 September 2020 - 05:53 AM.


#2
Zorkaz

Zorkaz

    Resident poster

  • Premium Member
  • 2,659 posts

The best thing is to use an already existing material file with glow enabled and afterwards make it your own. Link the textures to it.

I always use templates, because just tagging "Has glowmap" often causes issues and there's some other option I don't know about.

 

Basically the glowmap is a black .dds except for the part you want to be seen.



#3
Indarello

Indarello

    Journeyman

  • Members
  • Pip
  • 30 posts

The best thing is to use an already existing material file with glow enabled and afterwards make it your own. Link the textures to it.

I always use templates, because just tagging "Has glowmap" often causes issues and there's some other option I don't know about.

 

Basically the glowmap is a black .dds except for the part you want to be seen.

Problem that I don't have "already existing material"
I have this thing working on source engine (source filmmaker, csgo...) and in 3d program

this is how it works in source:

VertexLitGeneric
{
	$basetexture "models/_test-drive/DBH_KARA/kara_blue_triangle_d"
	$bumpmap     "models/_test-drive/DBH_KARA/kara_blue_triangle_n"
	$model 1
	"$color2" "[0 0 0]"
	//"$color2" "[0.3 0.3 0.3]"

	$phong       "1"
	$phongboost  "1"
	$phongfresnelranges  "[0 .5 1]"
	$phongalbedotint     "1"
	$halflambert 1
	
	$halflambert 1

	$emissiveBlendEnabled 1
	$emissiveBlendTexture        "dev/null"
	$emissiveBlendBaseTexture    "models/_test-drive/DBH_KARA/kara_blue_triangle_g"
	$emissiveBlendFlowTexture    "dev/null"
	$emissiveBlendTint           "[0.1 0.5 1]"
	$emissiveBlendStrength        2
	$emissiveBlendScrollVector   "[0 0]"
	
}

in 3d program:

Attached File  111.png   7.95KB   0 downloads



#4
DiodeLadder

DiodeLadder

    Fan

  • Supporter
  • PipPipPip
  • 405 posts

Hello Indarello,

 

In the material editor, you need to :

 

1) Turn off "Environment Mapping" on "General" tab

2) Assign the file to "Glow Texture" in "Material" tab (encoding = BC1, BC3, or BC7)

3) Check "Emittance Enabled"

4) Make the "Emittance Color" white

5) Set "Emittance Multiplier" = 1.0 as a start (if it is too dark/bright in game, you can adjust this multiplier)

6) Check "Glowmap"

 

One thing to note :  In Fallout 4 engine, you can't use both Environment Map (used for metallic materials) and Emittance at the same time in one material.  For example, on Pip-Boy, the parts that use environment map and emittance are on separate materials.

 

The "detail map" you are talking about would be a normal map, I assume?  Fallout 4 uses Direct X format for the normal map, so if you are using a texture from another game, you may need to convert it (flip the green channel).  If it's in a wrong format, your texture will look as if the light is hitting it from a wrong direction.  The normal map and specular/gloss map should be in BC5 or BC7 format.



#5
Indarello

Indarello

    Journeyman

  • Members
  • Pip
  • 30 posts

Hello Indarello,

 

In the material editor, you need to :

 

1) Turn off "Environment Mapping" on "General" tab

2) Assign the file to "Glow Texture" in "Material" tab (encoding = BC1, BC3, or BC7)

3) Check "Emittance Enabled"

4) Make the "Emittance Color" white

5) Set "Emittance Multiplier" = 1.0 as a start (if it is too dark/bright in game, you can adjust this multiplier)

6) Check "Glowmap"

 

One thing to note :  In Fallout 4 engine, you can't use both Environment Map (used for metallic materials) and Emittance at the same time in one material.  For example, on Pip-Boy, the parts that use environment map and emittance are on separate materials.

 

The "detail map" you are talking about would be a normal map, I assume?  Fallout 4 uses Direct X format for the normal map, so if you are using a texture from another game, you may need to convert it (flip the green channel).  If it's in a wrong format, your texture will look as if the light is hitting it from a wrong direction.  The normal map and specular/gloss map should be in BC5 or BC7 format.

Thanks, we are close now to the result I wanted.
I didn't sad it quite right. I mean make it something like "holo"
in result I got static glow that don't changes from the sides you watch it

Attached File  555.png   207.75KB   0 downloads

that is what I wanted:

https://mega.nz/file...KHN_AaEwPnxApw8

Also do you know how to make something "blink" appear on 3 sec and than disappear on 3 and do this again



#6
Indarello

Indarello

    Journeyman

  • Members
  • Pip
  • 30 posts

They helped me with blink: BoSDistressPulserGlowing.nif

as example, have glowing that changes EmissiveMultiple value

Worked for me with this alpha properties

Attached File  111.png   4.24KB   0 downloads

 

Still looking for better solution for "holo" effect


Edited by Indarello, 27 September 2020 - 10:31 AM.






Also tagged with one or more of these keywords: material, texture, textures, glow, detail

Page loaded in: 1.051 seconds