Jump to content

Still need help with custom glass model, inverted colors


Rorax

Recommended Posts

Hi all

I have been having an issue with the way the glass looks in my custom window model when a player approaches it. within a certain distance anything on the other side of the glass looks inverted and further away the glass looks way too glossy.

I posted a thread here looking for any insight a few weeks ago but didn't receive any answers. At this point I'm desperate as I am finding it very hard to move on without resolving the issue.

Heres a link to the original thread. https://forums.nexus.../#entry53809068

If you could please post any help there I would be extremely grateful.

I'm sorry if this seems like post necro but I feel I waited a long enough time before asking again.

Link to comment
Share on other sites

Someone suggested if I produce more visual guides as to what I have personally done that it may be easier to help me. So here goes.

I had some minor success by only using the shader property values and removing the material reference from the shaderproperty entirely. However the glass was still kind of foggy.

Here are three comparisons With what I tried.

FwiGHsE.jpg

 

 

The problem is that 1. doesn't entirely solve the issue
2. is what vanilla assets seem to do with glass and 3. is just a failed hunch and appears like 2.

1. looks like this in game

MQHipAe.png



2 and 3 look like this in game.

MGpMeuq.png



And the vanilla glass that I am basing this off looks like this in game

vAaPrOd.png



The confusing part is that the above working vanilla glass looks more like comparison 2. than comparison 1 or 3.

cfTkic6.png



As I note in the edited screenshot the values in the vanilla shaderproperty are different from mine, and importantly are different from the material themselves.
What I want you dear reader to know is that I have tried their values. shown in the working vanilla version. The ones you see in the comparison are the ones I took from the material itself using a material editor program.

In otherwords. It doesn't seem shaderproperty values matter /at all/ when a material is assigned. As shown by comparison 3. And anecdotally through me trying these values in the past.

So thats where the confusion lies. The material. The material I am using is the exact same one the vanilla version is using same file, same archive. InsGlass02.BGEM

Yet when I use it, its all gross and weird. When its on a vanilla asset it works perfectly and you can barely tell I'm looking through 2 panes of glass on a glass elevator shaft in the Institute.

I have rechecked my UVs, I have as you can see used the correct paths in the shader property (both sets)

And at one stage I even deleted my own shader property and whole sale imported the block from the elevator asset. Still borken.



So that leaves me to believe its something that I missed in the /modelling/ or /export/ phases of creating my own window. Any insight would be appreciated.

Edited by Rorax
Link to comment
Share on other sites

The BGEM file totally overrides any values in the nif, so focus on the values in the BGEM file alone.

 

Edit: Maybe try changing your window Env Map Min LOD to 0, or decreasing the Environment Map Scale to 1 or 2? Does that make any improvement?

Edited by steve40
Link to comment
Share on other sites

The BGEM file totally overrides any values in the nif, so focus on the values in the BGEM file alone.

 

Edit: Maybe try changing your window Env Map Min LOD to 0, or decreasing the Environment Map Scale to 1 or 2? Does that make any improvement?

Heya Steve Both Changing Env Map LOD to 0 and Map Mask Scale to 2 made no perceivable difference. I think maybe LOD made the "image" in the glass appear sooner on approach to the window but that might be my imagination.

 

Could if be falloff? angle of falloff in particular? I'll have a play with that because I realized my reference, the institute elevator is a rounded surface and might have a angle that suits that.

Link to comment
Share on other sites

FIXED!!!!!

Omg. Feels so good.

I have to thank you Steve40 while you might not of meant it you made me realize that glass materials are made to suit their enviroment and ideally I can't just take a transparency material I saw somewhere and hope it works in my enviroment xD
That made me finally swallow my fear and start playing with the material numbers.

Have NO IDEA what I was doing I finally kind of started to understand what all the numbers meant through trial and error and now I have this #proud #hashtagsonnexus #justkidding #ami?

FqUsif7.png



I can now move on with the rest of my custom institute pieces without frustration.


For those wondering it /appears/ that the inversion of color comes from the player camera exceeding the position of the Falloff Stop Angle in the material.
If you want to literally rub your nose on the glass it seems you need a negative stop angle as that would mean the player camera can't exceed 0 (due to collision)

That is to say that the falloff stop angle is how close a character can get before the material stops changing appearance. If the camera can exceed that distance, the material is forced into negative numbers and therefore starts to look inverted.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...