Howto:Aircraft reflection shader: Difference between revisions

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Reflection shaders: still stub as it needs implemtation of all described shaders
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(Reflection shaders: still stub as it needs implemtation of all described shaders)
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[[File:B29 shader.jpg|thumb|270px|Reflection Shader applied to the [[Boeing B-29 Superfortress|B-29]]. It shows a shiny, high-reflective blank metal.]]
[[File:B29 shader.jpg|thumb|270px|Reflection Shader applied to the [[Boeing B-29 Superfortress|B-29]]. It shows a shiny, high-reflective blank metal.]]
Within [[Flightgear]] GIT and later, a reflection [[Shaders|shader]] effect is available. Only few aircraft make already use of it, but much more will be expected soon.
Within [[Flightgear]] GIT and later, a reflection [[Shaders|shader]] effect is available. A lot of aircraft make already use of it, but much more will be expected soon.


== Reflection-Shader and Reflect-Bump-Spec-Shader ==
== Reflection-Shaders - different kinds, different uses ==
We have currently two different Reflection-Shaders. A simple ReflectionShader which works also on not-UVmapped surfaces and a ReflectionShader including [[Howto: Use the normal map effect in aircraft|Normalmap]]. The later one only works on UVmapped surfaces.
We have currently different Reflection-Shaders, with different features and for different uses:
The first one is ideal for windows and even surfaces, the second one for bumpy surfaces.
This effect uses Cubemaps and Cubecrosses from data/Aircraft/Generic/Effects which contains the image of the environment which will be visible as Reflection. Depending on which you choose, the appearance of the model will later change dramatically.


== How to implement ==
=== reflect.eff ===
It all began with a simple ReflectionShader, which simply adds a spherical map on the surface of the object. This shader works on not-UVmapped surfaces. Ideal for simple chrome parts.
 
'''Example Aircraft:''' B29
 
=== reflect-bump-spec.eff ===
Later it had been enhanced by a [[Howto: Use the normal map effect in aircraft|Normalmap]]. This makes the surface appear "bumpy" depending on the used normalmap. The alpha channel of the normalmal also defines the specularity of the surface. This shader works only on UVmapped surfaces!
 
'''Example aircraft:''' c172p
 
=== model-combined-deferred.eff and model-transparent.eff ===
This shaders had been enhanced even more. You have now: reflections, normalmap and specularity map, lightmap with 4 simulated lights per object in Default and Rembrandt. In ALS you will get also a grain/ rain effect and the darkmap. This shader works only on UVmapped surfaces!
The model-transparent.eff is used for transparent objects which represents transparent surfaces like glass, propdiscs....
 
'''Example Aircraft:''' EC 130 B4, EC 135 P2
 
=== What will be reflected on the surfaces? ===
All of these effect uses Cubemaps and Cubecrosses from data/Aircraft/Generic/Effects which contains the image of the environment which will be visible as Reflection. Depending on which you choose, the appearance of the model will later change dramatically.
 
== How to implement the simple ReflectionShader: reflect.eff ==
=== the simple and quick Method ===
=== the simple and quick Method ===


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article compiled by Liam Gathercole and Heiko Schulz, please feel free to change/add more details if further enhancements can be made.
--[[User:HHS|HHS]] 21:52, 22 September 2010 (UTC)


[[Category:Aircraft enhancement|Aircraft Reflection Shader]]
[[Category:Aircraft enhancement|Aircraft Reflection Shader]]
[[Category:Howto|Aircraft Reflection Shader]]
[[Category:Howto|Aircraft Reflection Shader]]
[[Category:Shader development]]
[[Category:Shader development]]
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