So I made a model that renders just dandy and was quite pleased with it. I’ve now been translating over all the same material effects into the game engine. I’ve got the color and normals and specularity all coming through just fine. The one thing I am missing is the reflectivity. Now I know that reflections in the game engine are quite the difficulty. That’s fine, technically I’m not set on having reflections, but I do need SOME way to make my materials look shiny and metallic. Anyone know any tricks for getting that effect in the game engine? Specularity alone doesn’t seem to be cutting it. Thanks!
Cool . . . I was hoping for a little more detail than that though
Add another texture and set it to “reflection” ,it will simulate a reflection .
Sorry, but what do you mean by setting the “texture” to reflection?
If it will help, here is the blend file that renders the model the way I want.
http://www.2shared.com/file/oJrhOHrz/revelateOLD.html
And here is a picture of how it looks when rendered
Last of all, here is my current efforts to get this same effect in the game engine, complete with the UV-based images that I baked from the original .blend file.
http://www.2shared.com/file/IS8DBihg/newRevelate.html
Any help how to get the latter to look as much as possible like the former?
Use matcaps!
Here is an explanation what matcaps are.
You can find some here, otherwise can find them everywhere, or make a setup where you render a sphere, and that way make them yourself, from cycles for example.
Textures of spheres that are using Texture>Mapping>Coordinate: Normal
Thanks for the tips everyone. I studied it out some more and I eventually ended up just giving it a fresnel shader.
Can you share an example blend or at least a screenshot?
holy wow! this is awesome! thanks for sharing!
Tell you what martin.hedin, I’ll do both
Here is the whole package from my blender project:
http://www.2shared.com/file/PGFvO5uz/WIP.html
Here is just a picture of it:
The effect is accomplished by using a fresnel shader with
Intensity: 0.589
Fresnel: 4.300
Factor: 1.180
You can play around in that area to hopefully get a desired effect. Enjoy!
I am not entirely sure what how such a Fresnel Shader is supposed to resemble shiny Reflections. It looks rather… weird. Though I could understand a View-oriented Fresnel working as Rim Lighting to give a shiny Feel – I often use a Workaround using View Vector’s and Normal Vector’s Dot or Cross Product to achieve such Effects – these can also be combined with a Reflection Texture, which is actually rather realistic.
Can you share an example?
shinymat02.blend (1.44 MB)
Not a very well polished Example.
It includes a Reflection Map, a Normalmap (making the Reflection bumpier thus more interesting, though a Bit strong in this Case) and via Material Nodes Rim Lighting.
EDIT: Had forgotten to pack Images, now it is fixed.
Interesting. Thank you