thank you for sharing your textures. I am working on it.these are my textures from above
diffuse "rgba020509ff.dds" is 32x32 a small darkblue solid color, alpha channel slightly dark (223,223,223)
View attachment 4095
thank you for sharing your textures. I am working on it.these are my textures from above
diffuse "rgba020509ff.dds" is 32x32 a small darkblue solid color, alpha channel slightly dark (223,223,223)
View attachment 4095
thank you for the detailed explanation. I am gonna apply this.Not sure exactly how you've created your files, so forgive me if this doesn't work, but assuming you've rendered out a short animation from blender, as a 2D sprite, then put the rendered images side-by-side and saved as a texture.
Feel free to take a look at my fire file for example and settings here too https://assettocorsamods.net/threads/disabling-wind-effect-on-meshes-shaders-patch.1791/#post-12837 .
If you're doing your animation like mine, then the crucial things are:
1. Make the animation mesh use only 1 'frame' of your animation texture. In other words, if your animation 'frame' size is 64px X 64px, and you had 32 frames in the animation loop, your texture needs to be (32 x 64 =)2048px wide x 64px high. So in this case you'd make a square mesh in blender and map the it to a 64x64px section of your image texture.
2. If you want transparency, the transparency mask needs to be the alpha channel of the NM texture. If not, or if you don't have one yet, skip this step. In other words, if you're able to, render out or create a mask in the same manner that you did the main animation, with black = transparent and 1 = fully opaque. Then make a 'blank' NM file (the main colour of the whole image texture should be exactly hex code #8080FF (half red, half green, full blue). Give it an alpha channel and copy your mask to it. Save this as your NM DDS texture. (again, take a look at my file for example)
(Not sure exactly how it should look for your water fountain, but you can experiment. Perhaps you could even render out a real normal map from your blender animation too??)
3. In kseditor, switch the shader for that mesh to stPerPixelNM_UVFlow
4. Set your txNormal to your masked normal map texture file or if you don't have one, set it to NULL.dds, which is automatically created along with your other textures I think. Set your txDetailNM to NULL.dds.
3. Apply settings (look at mine as an example). stFlow is designed for scrolling textures, but can also be used to increment the whole texture by a specific amount e.g. 1/64th ever specific amount of time. Hence you'll notice the 'pauseTiming' is set to "0.015625,-1", which simply means increment 1/64th of the image (1 / 64=0.015625) and the -1 tells the shader to increment instead of scroll.
4. Set the speed of the animation of both the diffuse and Normal Map, e.g. offsetDSpeed=1,0 offsetNMSpeed=1,0 (you can play with these settings to affect the speed of the animation)
5. Play with the ambient and diffuse properties as you would with any other shader.
hi again,Not sure exactly how you've created your files, so forgive me if this doesn't work, but assuming you've rendered out a short animation from blender, as a 2D sprite, then put the rendered images side-by-side and saved as a texture.
Feel free to take a look at my fire file for example and settings here too https://assettocorsamods.net/threads/disabling-wind-effect-on-meshes-shaders-patch.1791/#post-12837 .
If you're doing your animation like mine, then the crucial things are:
1. Make the animation mesh use only 1 'frame' of your animation texture. In other words, if your animation 'frame' size is 64px X 64px, and you had 32 frames in the animation loop, your texture needs to be (32 x 64 =)2048px wide x 64px high. So in this case you'd make a square mesh in blender and map the it to a 64x64px section of your image texture.
2. If you want transparency, the transparency mask needs to be the alpha channel of the NM texture. If not, or if you don't have one yet, skip this step. In other words, if you're able to, render out or create a mask in the same manner that you did the main animation, with black = transparent and 1 = fully opaque. Then make a 'blank' NM file (the main colour of the whole image texture should be exactly hex code #8080FF (half red, half green, full blue). Give it an alpha channel and copy your mask to it. Save this as your NM DDS texture. (again, take a look at my file for example)
(Not sure exactly how it should look for your water fountain, but you can experiment. Perhaps you could even render out a real normal map from your blender animation too??)
3. In kseditor, switch the shader for that mesh to stPerPixelNM_UVFlow
4. Set your txNormal to your masked normal map texture file or if you don't have one, set it to NULL.dds, which is automatically created along with your other textures I think. Set your txDetailNM to NULL.dds.
3. Apply settings (look at mine as an example). stFlow is designed for scrolling textures, but can also be used to increment the whole texture by a specific amount e.g. 1/64th ever specific amount of time. Hence you'll notice the 'pauseTiming' is set to "0.015625,-1", which simply means increment 1/64th of the image (1 / 64=0.015625) and the -1 tells the shader to increment instead of scroll.
4. Set the speed of the animation of both the diffuse and Normal Map, e.g. offsetDSpeed=1,0 offsetNMSpeed=1,0 (you can play with these settings to affect the speed of the animation)
5. Play with the ambient and diffuse properties as you would with any other shader.
okay, thank you. I will try it.I used a program called Image Magick (https://imagemagick.org) which allows you to use the command line to append multiple images side-by-side.
I think I used the command (for example):
convert +append in-*.tif out.tif
...which will add any images with filenames starting "in-" side by side and save them as out.tif . Don't quote me if that's not perfectly correct. I hadn't used it before nor have I used it since. You could also do it manually in photoshop or gimp if you prefer of course
I tried but it didn't work either.try changing this too: offsetNMdetailSpeed , but maybe you did
and did you UV map it in Blender?
also maybe its just too bright to see anything, dont use so much ksEmissive, maybe not at all
rather use something like this, as default values are stupid sometimes
ksAmbient=0.4
ksDiffuse=0.4
ksSpecular=0.05
ksSpecularEXP=20
yeah sure.Hi @Lakshmi . It's strange that it's not working. At a glance from the it looks like you've UV mapped it correctly already. Feel free to send me the files via private message if you like and I'll take a look. I promise not to share the files with anyone.