BlendATex shader

Tips and discussion about scenery creation for RailWorks.

BlendATex shader

Unread postby dogrokket » Sun Aug 24, 2014 5:52 pm

I've been having an issue with the BlendATex shader. I'm using it on a glass atrium on a building at night, and it looks fine, until you start to pan around. Then the horizon starts bleeding through and spoils the effect. Is there any setting that I am missing during export? I used backfacecull and that improved it.
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Re: BlendATex shader

Unread postby dogrokket » Mon Aug 25, 2014 4:08 pm

I decided to go back to the TrainGlass.fx shader and placed a point light inside the atrium area. Here's the effect:
TBnite.jpg

What could I do to make it appear lighter inside, like the inside of a passenger rolling stock?
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Re: BlendATex shader

Unread postby PapaXpress » Mon Aug 25, 2014 10:57 pm

Put a light inside.
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Re: BlendATex shader

Unread postby dogrokket » Tue Aug 26, 2014 10:20 pm

PapaXpress wrote:Put a light inside.

Ah jeez... There is one. There's a point light right in the center of the thing. *!greengrin!* It's illuminating the surrounding surfaces, but not the inside of the glass. I experimented with the AddATex shader and the BlendATex shader, but they're both fuzzy and the horizon bleeds through too much. I think I just need to increase the transparency of the glass somehow. In Gimp, the window sash is one layer and the glass is another, which I applied the alpha mask too. I guess I could try reducing the opacity of the glass layer and see what happens....
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Re: BlendATex shader

Unread postby PapaXpress » Tue Aug 26, 2014 11:19 pm

Why not put a light inside? I did this in the GP40 and you can see it from outside.

http://vrailcreations.blogspot.com/2013 ... ts_30.html
around 20 seconds in.
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Re: BlendATex shader

Unread postby dogrokket » Tue Aug 26, 2014 11:46 pm

There is one in there, and if you look at the surrounding surfaces, it illuminates them. (Nice loco BTW Dan!). I turned on back face cull and it helps somewhat...
TBnite2.jpg

What I want to do is have the glass itself pick up the light, instead of passing right through. I suppose that the trainglass.fx shader won't do this, but it seems to be the most appropriate shader for this. !**conf**! When I look at it from the top, the moon reflects great, as you will see here.
TBnitetop.jpg

So it reflects light nicely from the outside. What I'm trying to do is get the effect on the whole glass object. Maybe I could put a moon inside the thing. *!lol!*
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