NasimiAsl Posted December 15, 2015 Share Posted December 15, 2015 can you make any playground for that? Quote Link to comment Share on other sites More sharing options...
ozRocker Posted December 15, 2015 Share Posted December 15, 2015 ok here it is in playground http://www.babylonjs-playground.com/#22WPRO Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 15, 2015 Share Posted December 15, 2015 I think I do not understand the ask For me it works as I can see the specular affected by your texture Quote Link to comment Share on other sites More sharing options...
ozRocker Posted December 15, 2015 Share Posted December 15, 2015 I think I do not understand the ask For me it works as I can see the specular affected by your textureThe specularity works but there is no gloss. It's still a completely matte texture Quote Link to comment Share on other sites More sharing options...
ozRocker Posted December 15, 2015 Share Posted December 15, 2015 I'm trying to achieve gloss like this Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 15, 2015 Share Posted December 15, 2015 The longer you're on the reflection texture + specular + .another adjustment on material. Good modeling ... NasimiAsl 1 Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted December 16, 2015 Share Posted December 16, 2015 you need make reflect mapm ( only grayscale ) for glass @ozRoker Quote Link to comment Share on other sites More sharing options...
ozRocker Posted December 16, 2015 Share Posted December 16, 2015 ok, I've put a gray map as reflection texture. It doesn't look glossy though http://www.babylonjs-playground.com/#22WPRO#1 Quote Link to comment Share on other sites More sharing options...
Convergence Posted December 16, 2015 Share Posted December 16, 2015 ok, I've put a gray map as reflection texture. It doesn't look glossy though http://www.babylonjs-playground.com/#22WPRO#1The reflection texture should be a texture of what you want to be reflected (instead of a gray colorfill which you are using now). Also a CubeTexture would be better for this purpose. http://www.babylonjs-playground.com/#22WPRO#2 jerome 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 16, 2015 Share Posted December 16, 2015 This is correct. Glossiness can then help define the level of gloss Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted December 16, 2015 Share Posted December 16, 2015 i think ozRocker want this http://185.88.152.218/pub/preview#10207 (take 1min time for loading)i cant make it with glassiness jerome 1 Quote Link to comment Share on other sites More sharing options...
ozRocker Posted December 16, 2015 Share Posted December 16, 2015 That still doesn't look quite right. It looks metallica and more reflective but I'm hoping to have something that has that glossy wet look like this car https://skfb.ly/DXYy Quote Link to comment Share on other sites More sharing options...
chg Posted December 17, 2015 Share Posted December 17, 2015 I think the wet look is somewhat down to having the right map to reflect - it's got to have high contrast highlights to reflect, in the real world you don't see glossy highlights with under cloudy/soft lighting. Whether it looks metallic or not comes down to how the reflection is combined, metallic reflection colours the map (environment map sample multiplied by material colour) as in NasimiAsl's example, you want what you had in your previous example where you have the reflection added to the material (white specular highlights). Convergence's scene looks pretty good! (Maybe try changing it by set specularColor on subMaterial 1 to black so that only environment map is giving you the highlights, or use a much higher specularPower than the default could work too I guess) Quote Link to comment Share on other sites More sharing options...
ozRocker Posted December 17, 2015 Share Posted December 17, 2015 Reflective and glossy is not the same. You can't make something glossy simply by using specific maps. I've just been reading up on gloss and its described as "reflection with a milky haze" and also as a blurred reflection. Even with a non-coloured car in real life, you still need a gloss coat to give it a glossy effect Quote Link to comment Share on other sites More sharing options...
ozRocker Posted December 17, 2015 Share Posted December 17, 2015 I can see a lot of glossy objects that don't have complicated maps, like these ones: Quote Link to comment Share on other sites More sharing options...
chg Posted December 17, 2015 Share Posted December 17, 2015 Glossiness a quality which is roughly a material's amount of specular reflection. It is approximated in lighting models like Phong / Blinn-Phong by a specular highlight at some reflection vector in lieu of the light, and in such models the amount of glossiness is controlled by the specular power of the highlight. My comment about contrast and looking glossy is because you aren't using HDR as far as I know much less raytracing (as per your followup with images that probably didn't use envirnoment maps because they look like they use raytracing). You can't get a glossy look without appropriate lighting - which you are trying to use maps to approximate (EDIT: the thread is on using environment maps though so other more advanced, performance intensive, or non-real time techniques seem to me to be off-topic) In the image you supply of the ball/cube and Blender monkey head the reflected "light" is a nice 4 squares window shape. You probably can't get that without an environment map (assuming you aren't doing real reflectance and HDR or some hack to approximate it) because your lights in Babylon have no geometry - they're invisible! Lighting models like Blinn-Phong fake specular reflection quite well - however they give you a specular reflection that is always round (if you want the specular reflections for the actual lights in Converenge's scene to look more glossy then set the specularPower of the material to something much higher as I already said) but even then you guess get one small round specular highlight per light in your scene - so you might have a nice proxy for the sun in an outdoor scene but you don't get specular reflection that to a lesser extend reflects the scene as in your raytraced pictures. And who said anything about "complicated maps" - yes your map needs to be more complicated (?) than the solid grey texture you used first - and as I said if you use a map with a low contrast and without bright white areas representing lighting then you wont really see glossy specular reflections. I mentioned cloudy days before, but I presume you've seen studio setups for photographer's where they have diffuse lights where the big light aimed at the scene is covered by a fabric like screen? The reason they do that is to avoid specular highlights on people making their skin look oily. If your environment map you are using to approximate specular reflection is low contrast/grey then you aren't going to get nice bright sharp specular highlights from it - it's not to say that the material isn't glossy but we can only perceive glossiness by it's effects. EDIT: Have a look at the cube maps in NasimiAsl's scene and you'll see a grey cloudy sky - this is why you don't see bright specular reflections on the top of the car in his scene - the car is quite glossy but you can't see it the effects of that gloss very well due to the low contrast of the images. Cars look less glossy on cloud days (the material still reflects light the same but our eye's/brains have less cues in the form of highlights to judge the reflectance), and environment maps reflect this (pun)... Quote Link to comment Share on other sites More sharing options...
ozRocker Posted December 18, 2015 Share Posted December 18, 2015 ok, i've been playing around with PBR materials and I've got a car that's so glossy it looks like someone licked it http://www.babylonjs-playground.com/#22WPRO#5For some reason the bonnet doesn't get any colour applied to it. I still need to experiment with this. Quote Link to comment Share on other sites More sharing options...
jerome Posted December 18, 2015 Share Posted December 18, 2015 waaaoww a candy car ! Quote Link to comment Share on other sites More sharing options...
ozRocker Posted December 18, 2015 Share Posted December 18, 2015 This one looks a bit more realistic http://www.babylonjs-playground.com/#22WPRO#6I'm happy with the gloss, but concerned about the bonnet suddenly not being included GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 18, 2015 Share Posted December 18, 2015 the cover shines, but on the white one does not see very well. The rendering of the car is really good. Quote Link to comment Share on other sites More sharing options...
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