Source Filmmaker

Source Filmmaker

Eye texture on imported model is grey
Managed to get my eyes working, the pupils follow the eye-bone, and the flexes for updown/leftright work for them, but the eye texture remains grey http://puu.sh/od1xD/7f013a8402.jpg . This is the texture I'm using for the eyes, http://puu.sh/od1Bk/e8e1cc3a62.jpg . I replaced the textures with some textures from working models, and they all work fine, so it seems like my texture is the issue? But what's wrong with it?
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remove the $envmap or try to lower the $glossiness. or... check if the iris texture contains a proper alpha channel to mask the glossiness. or... if the eye doesn't fit the EyeRefract specification at all make it cheap. like this example.
eyes { $basetexture "models\testing\dummyoreyeballwhitetexture" $iris "models\testing\fulleyeballoreyeris" }
最近の変更はepisoderが行いました; 2016年4月10日 5時58分
I don't think the iris texture has an alpha channel, that might be it? I created the iris texture by baking in blender to a .png. How do I go about adding an alpha channel, and what does the alpha channel actually do?

I tried removing the $envmap, but ended up with the purpleblack squares.
R234 2016年4月10日 9時06分 
You should show us your material settings, otherwise it's hard to tell what's wrong with them.
My bad.

"EyeRefract"
{
"$iris" "models/LightningStars/Smite/Eyeball"
"$AmbientOcclTexture" "models/LightningStars/Smite/pupil_ambient"
"$Envmap" "Engine/eye-reflection-cubemap-"
"$CorneaTexture" "Engine/eye-cornea"

"$EyeballRadius" "0.5"// Default 0.5
"$AmbientOcclColor" "[0.25 0.25 0.25]"// Default 0.33, 0.33, 0.33
"$Dilation" "0.5"// Default 0.5
"$ParallaxStrength" "0.30" // Default 0.25
"$CorneaBumpStrength" "0.5"// Default 1.0

"$halflambert" "1"
"$nodecal" "1"
"$selfillum" "1"

"$RaytraceSphere" "0"// Default 1 - Enables raytracing in the pixel shader to make the eyeball look round
"$SphereTexkillCombo" "0"// Default 1 - Enables killing pixels that don't ray-intersect the sphere
}

.vmt was pretty much just copied from another model, only changed the iris and ambientocc texture. The ambientocctexture is just a white square, also copied from another model.
R234 2016年4月10日 9時42分 
Mkay, the material looks fine. You say you don't have layer masks in your textures though, that's probably the problem. You'll have to edit the textures in a program that supports them, like GIMP or Photoshop, and add them in. The $iris texture should have a darkish cloudy pattern to it, almost full black where the iris is, like this: http://imgur.com/GYv9Ksp
missing the $glossiness parameter. you should add it and make it lower then the default 1.0.
最近の変更はepisoderが行いました; 2016年4月10日 9時58分
R234 2016年4月10日 10時02分 
episoder の投稿を引用:
missing the $glossiness parameter. you should add it and make it lower then the default 1.0.
Is it? I don't see that parametre in any of Valve's eye materials...
Right I tried adding a mask layer with an alpha channel? That didn't seem to do anything. Added $glossiness to "0.1" to the right eye, ended up with http://puu.sh/odglB/5f1743bfc6.jpg . Definitely does something, but isn't helping the grey eye texture issue.
R234 の投稿を引用:
Is it? I don't see that parametre in any of Valve's eye materials...

... cause they use the iris alpha channel for the 'envmapmask' or say 'blend something'. if it's not there the reflection or light reflection is 1 and you can only control the envmap thru the glossiness parameter. weird math balance.

@zefy if you do it like that http://imgur.com/GYv9Ksp as @r234 posted it should work. make sure the radius of the black circle matches the iris size.
最近の変更はepisoderが行いました; 2016年4月10日 10時30分
episoder の投稿を引用:
remove the $envmap or try to lower the $glossiness. or... check if the iris texture contains a proper alpha channel to mask the glossiness. or... if the eye doesn't fit the EyeRefract specification at all make it cheap. like this example.
eyes { $basetexture "models\testing\dummyoreyeballwhitetexture" $iris "models\testing\fulleyeballoreyeris" }

I tried that and my stuff is still grayish/whitesh
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投稿日: 2016年4月10日 5時31分
投稿数: 10