SKKmods Posted May 9 Share Posted May 9 This paper texture is fine in indirect light but burns the eyes in direct sunlight. What should I do to tone down the direct light reflectivity ? (I'm on a texture frenzy). Link to comment Share on other sites More sharing options...
RoNin1971 Posted May 9 Share Posted May 9 Tone down the specular (make it darker), or its settings (reflective/specular strength) within the material file or nif (if no material present). You could play around with the green channel a bit (red is for being shiny, like metal), less green is less reflection. Link to comment Share on other sites More sharing options...
SKKmods Posted May 9 Author Share Posted May 9 Hum, I tried setting the BGSM Specular Multiplier to 0.1, no difference so unchecked Specular Enabled, no difference. Enabled Specular and set the texture to sold 0,0,0, black, no difference Link to comment Share on other sites More sharing options...
DiodeLadder Posted May 9 Share Posted May 9 SKK, try turning down the Fresnel Power amount to 1.0 in your material file, and see what happens. It's right after Specular mult and smoothness in the material editor. Fresnel power changes the amount of light reflected on the object depending on your viewing angle. I haven't tried this myself in FO4 (never had a need really), but it's one thing you could try in your situation, I think. Link to comment Share on other sites More sharing options...
SKKmods Posted May 9 Author Share Posted May 9 Cheers, tried 1.0 and 0.1. I think this texture set is cursed: Link to comment Share on other sites More sharing options...
RoNin1971 Posted May 9 Share Posted May 9 I'm baffled. But its not (just) your texture. I just took the highpolynote and its bgsm, multiplied everything by 10! no change... (with nifskope at least) changing the settings for the nif makes no difference. There should absolutely be a difference ... but ... well ... there isn't Link to comment Share on other sites More sharing options...
DiodeLadder Posted May 9 Share Posted May 9 What's the white value on your asset? As a reference, if you can think about staring at the sun, the brightest thing in game - that's white FF FF FF. Your paper might have white value too high. Link to comment Share on other sites More sharing options...
SKKmods Posted May 9 Author Share Posted May 9 Its a light grey 234, 229,227 EAE5E3 SKK_BallisticWeaveMag_d.dds Link to comment Share on other sites More sharing options...
DiodeLadder Posted May 9 Share Posted May 9 I think that's too high. The "white" in game is a result of receiving lighting, and you are supposed to consider how much value the lighting would add to the base color. I'd try lower, like 160 or something, and then see what that looks like as a reference to adjust from there. Link to comment Share on other sites More sharing options...
SKKmods Posted May 9 Author Share Posted May 9 This texture stuff is rather unfun so I'll call it a day on the paper concept and stick to my original cardboard which is good enough for the whole 10 seconds anyone will actually look at it. Appreciate the help tho folks. Link to comment Share on other sites More sharing options...
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