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Nifskope material properies


TodaY

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  • 4 weeks later...

Ambient Color - ambient light has no single source (comes from everywhere) and is reflected in all directions.

No ambient light = you see nothing. (fill light)

 

Diffuse Color - diffuse light has a single source and (like ambient light) is reflected in all directions.

Like a spotlight on the object. (contrast)

Diffuse/Ambient light are not the same thing as diffuse/ambient material color. it's related. in the way like vertex color.

but it's been removed from bethesdas version of the engine anyway, and those effects are environmentally controlled by the lighting in the scene.

 

Emissive Color - the light emitted by the object. (glow)

it does not emit or cast any light. it only controls self illumination.

The Specular Map is a "mask" and it controlls where the item is shinney (white) or dull (black).

A Glow Map is also a mask.

Setting either of these levels to black makes their respective maps irrelevant.

not true on the specular map. the specular color slider seems to be overriden by the spec map. setting it to black is actually the default used by bethesda if the mesh is using a specular map.

 

Gloss slider controls specular falloff.

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Diffuse/Ambient light are not the same thing as diffuse/ambient material color. it's related.

Thats what I said, "When setting these properties in Nifskope its misleading to call them color settings."

Not the same, but both color and amount can be manipulated with the same setting.

 

but it's been removed from bethesdas version of the engine anyway, and those effects are environmentally controlled by the lighting in the scene.

My changes do have some effect on how the object reacts to the scene lighting, right?

 

not true on the specular map. the specular color slider seems to be overriden by the spec map. setting it to black is actually the default used by bethesda if the mesh is using a specular map.

Tell me more...

 

Gloss slider controls specular falloff.

Thats the term I was looking for...

Thanx for the input.

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  • 2 weeks later...
but it's been removed from bethesdas version of the engine anyway, and those effects are environmentally controlled by the lighting in the scene.

My changes do have some effect on how the object reacts to the scene lighting, right?

In fallout3 they won't. those are actually removed from the nimaterialproperty all together. i am hesitant to say that they don't do anything in Ob, but i am a bit skeptical. enough to warrant a test with a few control nifs indoors and out for both the ambient and diffuse color material properties.

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