Xilandro Posted December 5, 2013 Share Posted December 5, 2013 I'm trying to add refraction to the visor in nifskope, but seems like it's not that easy. Google didn't help. If somebody knows how-to - please, tell me, bc i'm already out of ideas. Link to comment Share on other sites More sharing options...
jazzisparis Posted December 5, 2013 Share Posted December 5, 2013 Xil, your best bet is to either PM neomonkeus (one of the devs of NifTools), or ask around at the NifTools forum. Link to comment Share on other sites More sharing options...
Xilandro Posted December 5, 2013 Author Share Posted December 5, 2013 Thanks for the headsup =) Link to comment Share on other sites More sharing options...
TrickyVein Posted December 6, 2013 Share Posted December 6, 2013 You can achieve an effect like bending light through or around surfaces by checking 'SF_Refraction' and 'SF_FireRefraction' in the BSShaderProperties of an NiTriStrips. The shape itself becomes invisible, just like your character looks with a stealth field enabled but everything that's masked by it relative to the player camera is warped depending on the surface angle of the mesh. Gamebryo doesn't allow for texture blending, unfortunately so to achieve the effect of moving refraction you need to literally animate the static object in-place. You may be more interested in environment mapping if you want to make a visor appear to be super shiny. Link to comment Share on other sites More sharing options...
DogtoothCG Posted December 8, 2013 Share Posted December 8, 2013 What he said; but I have noticed that there is not way (to my limited knowledge) to remove the watery effect that is introduced by the fire shader. Even changing the refraction normal map did nothing to stop it. Link to comment Share on other sites More sharing options...
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