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Reflectivity in nifskope


Deridor

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I've attempted something similar before, but never figured it out. Is it possible to add specularity (like order or glass items etc...) to single pieces of a multi-part mesh? I'm working on a weapon that will have only a "reflective" blade and pommel.

 

Will I be forced to make a specular map, or is it possible to do it the same way as one would in nifskope for a solid mesh?

 

(sorry if I made a mistake, i honestly have very little clue as to what I'm doing :wallbash: )

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I've attempted something similar before, but never figured it out. Is it possible to add specularity (like order or glass items etc...) to single pieces of a multi-part mesh? I'm working on a weapon that will have only a "reflective" blade and pommel.

 

Will I be forced to make a specular map, or is it possible to do it the same way as one would in nifskope for a solid mesh?

 

(sorry if I made a mistake, i honestly have very little clue as to what I'm doing :wallbash: )

 

When you have NiTexturingProperty selected in the Block List, down in Block Details you can change the Apply Mode from APPLY_MODULATE to APPLY_HIGHLIGHT or APPLY_HIGHLIGHT2, play around with them and see if they give you the effect you want.

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When you have NiTexturingProperty selected in the Block List, down in Block Details you can change the Apply Mode from APPLY_MODULATE to APPLY_HIGHLIGHT or APPLY_HIGHLIGHT2, play around with them and see if they give you the effect you want.

 

The way I know of doing it is to set the apply mode to highlight then change the material to envmap2, gives it a wonderful reflective effect.

 

The main issue is that I can't sem to make the material blocks separate, so changing the material in one section of the mesh changes the material in EVERY part, making unwanted areas hyper-reflective.

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Also don't forget to "split properties" before you change any of the material or texture blocks. It could be the identical ones are "linked" to each other still, and then changes you do to one of them are done to all. On export from Blender they usually end up "combined" when their properties are the same. Issuing "combine properties" later when you're done may speed up performance, too. Edited by DrakeTheDragon
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