Tips and Tricks for Bump and Reflection Mapping

Post » Fri May 13, 2011 3:58 pm

You may be able to go into the Construction Set and make a supplemental .esp for my enchant glow textures, then: in the Gameplay menu, go to Magic Effects and change the color in the box labeled "Lighting Effects" to white for all spell effects. The original NoGlow used this to get rid of the glow entirely (by choosing black instead of white) and you can use it to simply remove the color.

Thanks, that's a great idea. I'll see if that'll do the trick.
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Micah Judaeah
 
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Post » Fri May 13, 2011 11:02 am

I think I figured it out.

Is http://img529.imageshack.us/f/morrowind26.jpg/ how it's supposed to look?

Vurt said on page 1 that there is a way to get a bump effect without the "shiny" and Draigr's pictures also looked better in that department.

Any tips?
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Kelsey Hall
 
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Post » Fri May 13, 2011 4:55 am

Experiment with the reflect map. The smaller the light sources, the sharper the reflection turns out. Blur the reflect map heavily for a more matte material.
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Susan Elizabeth
 
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Post » Fri May 13, 2011 7:58 pm

Right/Left Hand nodes dont have parented texture effect node

Ah, that did the trick (I just now saw your post :P)! Thank you!
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Sam Parker
 
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Post » Fri May 13, 2011 8:17 pm

Experiment with the reflect map. The smaller the light sources, the sharper the reflection turns out. Blur the reflect map heavily for a more matte material.


Thanks for the tip. I played around with that map for a long time, but I wouldn't have thought that mindlessly blurring everything would give the results I wanted.

Now all that would be needed is a way to batch process morrowind meshes with nifscope XD

Manually editing them is pretty annoying, there's still lots to do until at least balmora is finished.
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Alyesha Neufeld
 
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Post » Fri May 13, 2011 11:35 am

Thanks, that's a great idea. I'll see if that'll do the trick.

I'm happy to report that I'm happy with it. I'm quite sure if the effect looks exactly the same but I can definitely live/work with it. But [censored] it was tedious editing all the magics. Then I edited some out, like vampirism and detect spells, plus some others not used in enchanting. If anyone wants the esp just ask. Thanks again PLangky
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Lillian Cawfield
 
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Post » Fri May 13, 2011 7:56 am

Thanks for the tip. I played around with that map for a long time, but I wouldn't have thought that mindlessly blurring everything would give the results I wanted.

What do you mean mindless?! You're approximating a convolution of the incoming radiance with the Lambertian cosine lobe BRDF. In other words, how the material is reflecting light in all directions evenly.
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Claire Lynham
 
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Post » Fri May 13, 2011 3:03 pm

What do you mean mindless?! You're approximating a convolution of the incoming radiance with the Lambertian cosine lobe BRDF. In other words, how the material is reflecting light in all directions evenly.


:)

Well, I was talking from a photoshop point of view, since I've already been tinkering with that maps for hours before reading/following your advice. I guess if I knew about the inner workings of (morrowind) reflection mapping, I wouldn't be here asking for tips. Put that way, "mindless" probably also fits, anyway :rolleyes:
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Beat freak
 
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Post » Fri May 13, 2011 1:40 pm

What do you mean mindless?! You're approximating a convolution of the incoming radiance with the Lambertian cosine lobe BRDF. In other words, how the material is reflecting light in all directions evenly.



No need to be a sesquipedalian. :whistling:



Well, I was talking from a photoshop point of view, since I've already been tinkering with that maps for hours before reading/following your advice. I guess if I knew about the inner workings of (morrowind) reflection mapping, I wouldn't be here asking for tips. Put that way, "mindless" probably also fits, anyway


Honestly the best way is to just tinker around. It is sort of hard to explain, or illustrate as I have in the OP, any easier way to understand how a reflection map should look to attain a particular type of material or level of specularity/glossiness or lack thereof. Perhaps try thinking of the map as the destination of your light source, with a smother and or less noticeable falloff you will get a map that will render out with less specularity/glossiness. Does that make any sense? :S
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c.o.s.m.o
 
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Post » Fri May 13, 2011 9:32 am

Perhaps try thinking of the map as the destination of your light source, with a smother and or less noticeable falloff you will get a map that will render out with less specularity/glossiness. Does that make any sense? :S



I think so. At least my hlaalu reflection map looks pretty good now.
I'll post some screens when I visit Balmora next time :)
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Taylor Bakos
 
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Post » Fri May 13, 2011 4:41 pm

Has anyone made a tutorial explaining how to do all the things discussed in this thread yet? I'm making a sword that I envision having a semi-shiny silver blade and a wooden/gold hilt.
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Becky Palmer
 
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Post » Fri May 13, 2011 7:31 am

I thought of doing one when I find the time. It's pretty easy once you've figured it out, but getting there is painful. I would have loved a simple guide that at least explains what needs to be done in NifScope. There's a russian tutorial somewhere, but it didn't work for me. If there is a proper tutorial somewhere, I could not find it.

Basically, it's just a few steps for a basic mesh:

(0.: You should have your bump map (and gloss map if you want one) ready)

1.: Right-click on the NiTexturíngProperty in the Block list -> Texture -> Add Bump map, then choose your bump map texture

2.: In the NiTexturingProperty's Block details window, open "Bump map texture" and set the filter type to "FILTER_TRILERP"

3.: If you don't want a separate gloss map, skip this step: Add another map the same way as in step 1 and choose your gloss map. The gloss map can't be added directly, so I always select "add glow map".
In the TexturingProperty, double-click on "Has Glow map" to deactivate it again. Then double-click on "Has gloss map" and open the list that turns active now. Insert the number of your gloss map as "Source"

4.: Repeat 1-3 for all the textures you want to have bump maps on. (Note that this guide will enable the environment effect for all parts of the model, so there will still be a shiny gloss effect if you don't assign bump/gloss maps. There should be ways to exclude parts of the mesh, but I didn't need that so far so I haven't tried it yet :) )

5.: Right-click on the NiNode in the Block list -> Block -> Insert -> NiT... -> NiTextureEffect. It should appear with a 1 in front of it

6.: Repeat, just add a NiS... -> NiSourceTexture this time. This one should be number 2 now

7.: Click on the flower icon in the NiSourceTexture item that appears -> Choose your environment map

8.: In the NiTextureEffect's details, add your env-map by entering 2 in the "Source Texture" field.

9.: Go to the NiNode's details, increase the "Num Children" by 1 and add the NiTextureEffect (by entering 1 in an unused Children slot)

10.: Do the same with "Num Effects" and "Effects"

11.: Save



I hope I didn't forget anything :)
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Sara Lee
 
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Post » Fri May 13, 2011 12:47 pm

Seems a bit complicated since I barely know how to use Nifskope, but I think I can figure it out. Thanks. :goodjob:
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Shaylee Shaw
 
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Post » Fri May 13, 2011 4:52 am

Bump.

Aside from setting the filter mode in Nifskope to "FILTER_TRILERP", which other ways are there to troubleshoot pixellated environment maps? And what are the causes? On some meshes I am getting rather poor results even with env maps half, equal and twice the size of the texture map while others turn out just fine. I could maybe upload some screens if need be.
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CHARLODDE
 
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Post » Fri May 13, 2011 2:29 pm

You could try saving as 32 bit DDS, if you are using DDS that is.
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Reven Lord
 
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