• Partial Cubemap Texture?
    12 replies, posted
I'm curious how to use cubemap textures only on certain parts of the model. I know its possible, but I can't find anything on how to go about doing this. Currently the cubemap applies to the whole model/texture but I only want it covering certain sections.
Split the mesh parts you wish to be separate to a new material so just duplicate the current texture call it like _2.tga or something then assign it to that part. Once you make the vmt for it you can apply the cubemap to that vmt alone and not the original.
[QUOTE=cra0kalo;46671510]Split the mesh parts you wish to be separate to a new material so just duplicate the current texture call it like _2.tga or something then assign it to that part. Once you make the vmt for it you can apply the cubemap to that vmt alone and not the original.[/QUOTE] Thanks. :)
If you run into trouble do let me know
[QUOTE=cra0kalo;46671817]If you run into trouble do let me know[/QUOTE] One other question, is it possible to only cubemap parts of a texture rather than parts of a mesh? The model I'm working with is pretty simple so having to add extra faces to where the texture changes (where I want reflection and where I don't) may be tedious.
[QUOTE=BlueCube;46671880]One other question, is it possible to only cubemap parts of a texture rather than parts of a mesh? The model I'm working with is pretty simple so having to add extra faces to where the texture changes (where I want reflection and where I don't) may be tedious.[/QUOTE] you don't need to add another face PM me the model ill show you what I mean
[QUOTE=cra0kalo;46671934]you don't need to add another face PM me the model ill show you what I mean[/QUOTE] Okay. Sent.
Hmm you're going to need to split the faces for example cut around like so [IMG]http://puu.sh/dn2rg.jpg[/IMG]
Or you could use $bumpmapenvmapmask (or whatever that command was) and just paint that area into your alpha channel...
The specific command for it is $normalmapalphaenvmapmask but I'm pretty sure it defaults to the normal map's alpha map anyway (though it may complain if you don't use it). You can probably also use $basealphaenvmapmask if you already use the normal map's alpha channel for phong and want areas to be shiny but not reflective vs other areas that are reflective.
[QUOTE=CaptainBigButt;46674765]-snip-[/QUOTE] Thanks for providing suck a detailed response. I had to go to sleep, but I think you did/would've done a much better job anyways. :smile:
You can use $envmapmask in the material file and specify a texture which has the lightmap. It's basically a black and white texture with the same dimensions as your basetexture and the same UV coordinates. Paint the areas pure black where you don't want any reflections, and paint the areas lighter where you want more. If there are too much reflections or you wish to color the tint of the reflections, use $envmaptint [float float float] to set it, like "$envmaptint" [0.4 0.4 0.4].
You can also use $envmapsaturation, but that disables phong.
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