What Shader did you use? ksPerPixelAlpha or ksPerPixelMultimap_AT?Shiny groove worked out pretty well! View attachment 9106View attachment 9107
Sometimes it happens to me that when I leave alpha test and even though it is saved in persistence when I reload the FBX in Kseditor it is loaded opaque, only the Multimap_AT is saved and loaded correctly in alpha test.Multimap_AT just as John suggested above! (just make sure you choose "alpha test" as the alpha mode) I had left it at "alpha blend" to begin with and had issues with the shader changing the looks when the camera got close/far.
fresnelMaxLevel. But for your road, you would use the multimap without AT. Probably MultiMap_NMDetail since it will give you a detail texture as well.Sometimes it happens to me that when I leave alpha test and even though it is saved in persistence when I reload the FBX in Kseditor it is loaded opaque, only the Multimap_AT is saved and loaded correctly in alpha test.
How do you get the reflection of the enviroment and the car, are they local reflections? What parameter in kseditor do you use to reflect the elements?
Thank you!
I want to try placing a transparent mesh over my road mesh with an opacity map (the same one I use for the specular) to achieve the reflections of the environment and car (cubemap and local reflections) that the ksMultilayer_fresnel_nm material doesn't allow.fresnelMaxLevel. But for your road, you would use the multimap without AT. Probably MultiMap_NMDetail since it will give you a detail texture as well.
Also... if the persistence file is not saving the alpha blend mode, its because its not supposed to have it.
I don't have that LUA knowledge, I'll have to try with the duplicated mesh as a coat layer. but thank you!Extension replacements only work if the shader can support it.
But yes, you could force reflection from rain if you know how to use LUA and call our the shader property that way.
Someone once told me, may of been John?, that only shaders with AT in the shadername will remember "alpha test" persistence. As for the reflections/environment, I have no idea.Sometimes it happens to me that when I leave alpha test and even though it is saved in persistence when I reload the FBX in Kseditor it is loaded opaque, only the Multimap_AT is saved and loaded correctly in alpha test.
How do you get the reflection of the enviroment and the car, are they local reflections? What parameter in kseditor do you use to reflect the elements?
Thank you!
I guess that's why the shader is called AT (alpha test). I'll test your parameters and run a test using the method I saw at the Miandopolis circuit. At least that's how I understood it to be. I'll have to check back.Someone once told me, may of been John?, that only shaders with AT in the shadername will remember "alpha test" persistence. As for the reflections/environment, I have no idea.Im terrible with shaders. But, you can see what #'s I used in the above pic, where I was talking about the shader acting weird. What you're attempting to do sounds very cool! Keep us posted on your progress!!