DefianceIndustries
Rear Admiral
So the FMV cockpits are basically the same as space helmet visor, a brown tinted glass with a gold leaf underlay as near as I can tell, so it reflects gold. The current spec maps are only b&W so that limits that until @wcnut beat me to it - yes I intend to use irid as a substitute for the canopy glass reflection. The problem is that it tends to be overpowering and distract from the gameplay, so balance is key.
@Quarto I actually played around with transparent cockpits and they always look like junk - generally because Vision's transparency doesn't account for translucency - and pedro has said that vision open GL won't get ray casting. I've tried a couple of different ideas from adding soft noise to the material (which causes bleeding so you get odd color splotches) to a blur around the framing to give it the illusion of depth (same problem). The spec map also tends to negate the transparent effect because the engine has such strong lighting. Irid might make it more feasible and I will look into it again as time permits, but right now I want to finish getting all the assets done.
***Update
Now with 100% more iridescence!
@Quarto I actually played around with transparent cockpits and they always look like junk - generally because Vision's transparency doesn't account for translucency - and pedro has said that vision open GL won't get ray casting. I've tried a couple of different ideas from adding soft noise to the material (which causes bleeding so you get odd color splotches) to a blur around the framing to give it the illusion of depth (same problem). The spec map also tends to negate the transparent effect because the engine has such strong lighting. Irid might make it more feasible and I will look into it again as time permits, but right now I want to finish getting all the assets done.
***Update
Now with 100% more iridescence!
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