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How to create a rainbow sheen?


kungfubellydancer

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I was wondering if Fallout's texture system supported the rainbow sheen effect, such as the image below, which is an example from the game Guild Wars. Notice how the sheen changes as the object is panned around? I'd like to create such a texture effect in the game, if possible. Any pointers on how to do so?

 

http://i268.photobucket.com/albums/jj27/kungfubellydancer/11221shield.jpg

http://www.austopalexpo.com.au/Cody%20Opal.JPG

http://www.hlhologram.com/images/hologram%20card.gif

http://www.environment-green.com/images/oil_slick.jpg

Edited by kungfubellydancer
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Hi!

 

I think you want cubemap to make it moving like that.

 

It would be really cool tho if you could have multiple specular colors depending on the angle of reflection as dictated by the normalmap.

 

They probly have stuff like that in some games.

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(This is copied+pasted reply from the UV thread, because that thread is going off-topic.)

 

Anyway, I tried making a new cubemap. I used the same method as the one for my mirror, except instead of a photo, I used a simple gradient. Needless to say, it worked perfectly on my mirror, and on all the other things I put it on, lol.

 

Resized to 85% (was 1023 x 211) - Click image to enlarge

 

 

As you can see, the results vary, and I'm still trying to figure out why. All these objects and the other ones I tested are using the same envmap (rainbow gradient) and envmask (medium grey). For The mask on the far left seems to ignore the envmask and is full-out rainbow. The coat is ignoring the envmap, and is just super-shiny, like latex. The mirror seems to work just right, and still has the specular highlights seen in one of the earlier photos in this thread, though at the angle here you can't see it. The gold lamp is, like the coat, ignoring the envmap and using only the envmask, and therefore has some nice speculars, but no rainbow sheen.

 

Some other things I tried were hats and clothes, and all seemed to ignore the envmap, but became like latex, just like the coat. Is there any reason why some objects will ignore the mask, some ignore the map, and some ignore both/neither? Remember, these were using the SAME envmask/maps.

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