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FreeSpace & FreeSpace Open Support / Re: Environmental mapping channel in -shine maps not working anymore
« Last post by Col. Fishguts on March 28, 2024, 01:07:17 pm »I did some more testing. When I save the -shine map in a format without alpha channel (e.g. DXT1), the model look the same as when using a map with data in the alpha channel.
This used to work differently, shine maps without alpha channel used to result in very glossy ships due to
So I guess this feature was removed when moving to the PBR render pipeline, with the alpha channel in the reflectance map taking its role?
EDIT: Found it in an old thread from Swifty: https://www.hard-light.net/forums/index.php?topic=89551.0
So everything works as specified, I was just not up to date how the old formats are handled nowadays.
This used to work differently, shine maps without alpha channel used to result in very glossy ships due to
Quote
Available -shine map without alpha channel. The level of environmental reflection is based on the luminance derived from the -shine map RGB values.
So I guess this feature was removed when moving to the PBR render pipeline, with the alpha channel in the reflectance map taking its role?
EDIT: Found it in an old thread from Swifty: https://www.hard-light.net/forums/index.php?topic=89551.0
Quote
Legacy specular maps, known as shine maps, are still accepted by appending “-shine” to texture maps. Legacy specular maps do not support gloss channels as the alpha channel is specified to attenuate environment map reflections. The RGB channels are not gamma corrected. A constant gloss factor will be applied to the corresponding model instead of per-pixel gloss.
So everything works as specified, I was just not up to date how the old formats are handled nowadays.