Object Specular Reflections

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BobHegwood
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Object Specular Reflections

Post #1by BobHegwood » 11.09.2008, 13:48

I am still trying to find a way to tell Celestia NOT to render specular reflections for a particular object.
In this case, I need to disable specularity for a particular model. Is this possible by using the following
code within the cmod?

emissive 0 0 0
diffuse 0 0 0

Or, do I have also to modify the specular values also included within this model?
Right now, they contain the following:

specular 1 1 1
specpower 128

Can these also be modified in order to negate specularity for this object completely?

Thanks, Brain-Dead

EDIT:
Okay, the emissive and diffuse parameters cannot be used since they cause the model to be rendered completely in black.
All I wish to do is remove any specular reflections on this model. Any ideas here?
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cartrite
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Re: Object Specular Reflections

Post #2by cartrite » 11.09.2008, 15:43

Did you try to remove the specular lines from the model?
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BobHegwood
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Re: Object Specular Reflections

Post #3by BobHegwood » 11.09.2008, 17:13

cartrite wrote:Did you try to remove the specular lines from the model?

Okay, I'm an idiot. I thought that I had tried this, but apparently not.
Works like a charm now. Thanks, as always, for your help here. :wink:
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Re: Object Specular Reflections

Post #4by BobHegwood » 11.09.2008, 17:25

The following image perfectly describes what I was trying to get to here.
Just click on the image for an example of what I needed. Again, thanks to Steve for his help.
Works perfectly as you can now see. :)

Image
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Cham M
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Re: Object Specular Reflections

Post #5by Cham » 11.09.2008, 17:55

Bob,

the pyramids color isn't right. The real thing has about the same color as their sand environment. On your picture, they are too dark and too gray.
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Re: Object Specular Reflections

Post #6by BobHegwood » 11.09.2008, 18:39

Cham wrote:Bob,

the pyramids color isn't right. The real thing has about the same color as their sand environment. On your picture, they are too dark and too gray.

Yes, I know, but I'm still playing with the textures and I'm learning how to manipulate models using the Anim8or too.
They still look a lot better than they did when I first got them though, so I'm learning something here. :wink:
Now, if I could just figure out how to apply a texture so that it is horizontal across all four sides of the model, I'd be happy.
Right now, two sides of each pyramid are showing the bricks applied horizontally, and the other two sides have applied them
vertically. Again, still learning here, but I thought that a shot of them might help with some of my never-ending questions. :wink:

EDIT:
How are they now? Better?
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selden
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Re: Object Specular Reflections

Post #7by selden » 11.09.2008, 19:09

Bob,

The UV tool in Anim8or can be used to apply textures to individual faces of a model, including rotating and resizing. Anim8or object editor has to be in the "point edit" mode to do this.
Selden

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Re: Object Specular Reflections

Post #8by BobHegwood » 11.09.2008, 20:17

selden wrote:Bob,

The UV tool in Anim8or can be used to apply textures to individual faces of a model, including rotating and resizing. Anim8or object editor has to be in the "point edit" mode to do this.
Appreciate the tip there Selden...
I did manage to figure out that the UV tool had to be used, but I think my problem here is that I can't find any "faces" to work with. I started with Diane's
original model, but when I try to edit it, I can find only a single mesh within, and no way to get to each "face."

That's okay though. Still got a long way to go with modeling, but I am making progress. :wink:
Thanks very much for the help. As always, much appreciated.

EDIT:
Thank you very much Selden. After I experimented with the UV tool, I finally figured out how to apply the textures correctly.
See the improvements in the ever-changing screen shot in the post above. Happy Bob!!! :D
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DonAVP
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Re: Object Specular Reflections

Post #9by DonAVP » 12.09.2008, 04:08

Bob,

UV's are 2D maps that provide the data needed to show the texture on the 3D surface. You need to load the UV map. It will have a name of some kind. I do not now anything about Anim8or but I am sure it works like most other 3D modeling programs. Figuring out the interface is usually the problem. When you have the UV map loaded you will see a square area (in some kind of window of frame). In it you should see the triangle surface/s. There should be some commands or buttons that lets you add surfaces to the map, flip, move, scale or rotate them. Realize that the square area shows you the image area but it repeats in the U and V directions forever, so you can scale your poly bigger or smaller or move it around to get the image to look the way you want on the pyramid. If you make the poly bigger you will need a repeating image or you will see the seams or edges of the image.

I hope this has helped.

Don
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BobHegwood
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Re: Object Specular Reflections

Post #10by BobHegwood » 12.09.2008, 15:33

DonAVP wrote:I hope this has helped.

Thanks for the advice Don. Obviously, I am still learning here, but I am getting there slowly but surely.
I did finally manage to figure out how to use the interface, and I think I understand the UV mapping now. :wink:

Again, appreciate all advice here...
Brain-Dead Geezer Bob is now using...
Windows Vista Home Premium, 64-bit on a
Gateway Pentium Dual-Core CPU E5200, 2.5GHz
7 GB RAM, 500 GB hard disk, Nvidia GeForce 7100
Nvidia nForce 630i, 1680x1050 screen, Latest SVN


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