dragonclaw88 Posted January 16, 2012 Share Posted January 16, 2012 I know the Creation Kit's not out yet, but I'm trying to achieve an effect in a texture that only a shader seems to render correctly (I haven't been able to 'fake it' using only diffuse textures and normal maps). Is there a history of being able to use and create shaders within TES construction kits? has anyone done this? Link to comment Share on other sites More sharing options...
throttlekitty Posted January 16, 2012 Share Posted January 16, 2012 No, there isn't a history of using the construction sets to manage shaders. Starting with the GECK and carried over to the CK, membrane shaders can be created to do a number of effects however. Things like ghost effects, lightning overlays can be accomplished this way. What effect are you after? Link to comment Share on other sites More sharing options...
dragonclaw88 Posted January 16, 2012 Author Share Posted January 16, 2012 (edited) No, there isn't a history of using the construction sets to manage shaders. Starting with the GECK and carried over to the CK, membrane shaders can be created to do a number of effects however. Things like ghost effects, lightning overlays can be accomplished this way. What effect are you after? this one: here notice how the eyes seem to look at the player even though they are off-center from the camera. this is because there is a luminosity falloff applied to the shader which leaves it black in the middle, such that the camera is at a 0* angle from the surface normal. Edited January 16, 2012 by dragonclaw88 Link to comment Share on other sites More sharing options...
Ghogiel Posted January 16, 2012 Share Posted January 16, 2012 Um ok. yeah that would have to simulated in a different way, rather than through a shader. I think if this type of effect was really needed, I might make a half sphere to replicate this dark effect thing behind the outer glass.. and set it up under a 'billboard' node, if done right the half sphere would always face the camera no matter the direction you viewed it from. I think it should do something similar to that. check the images on this mod to see if this idea might work in this situation.. no matter what way the character faces, the laughing man smile always faces the camera.http://www.fallout3nexus.com/downloads/file.php?id=13378 Link to comment Share on other sites More sharing options...
dragonclaw88 Posted January 16, 2012 Author Share Posted January 16, 2012 Um ok. yeah that would have to simulated in a different way, rather than through a shader. I think if this type of effect was really needed, I might make a half sphere to replicate this dark effect thing behind the outer glass.. and set it up under a 'billboard' node, if done right the half sphere would always face the camera no matter the direction you viewed it from. I think it should do something similar to that. check the images on this mod to see if this idea might work in this situation.. no matter what way the character faces, the laughing man smile always faces the camera.http://www.fallout3nexus.com/downloads/file.php?id=13378 thanks,I'll keep that in mind...but can I use specular maps in a nif? Link to comment Share on other sites More sharing options...
Ghogiel Posted January 16, 2012 Share Posted January 16, 2012 Of course. They are stored in the normal maps alpha channel. Link to comment Share on other sites More sharing options...
dragonclaw88 Posted January 16, 2012 Author Share Posted January 16, 2012 Of course. They are stored in the normal maps alpha channel. how do I utilize that? Link to comment Share on other sites More sharing options...
Ghogiel Posted January 16, 2012 Share Posted January 16, 2012 spec maps? just whack it into the alpha channel of your normal map, normal maps, like all maps are linked to the meshes shader through the BSShaderTextureSet. look at a vanilla nif for reference Link to comment Share on other sites More sharing options...
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