Product Chat / materialindex affects specularity

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benjiboy
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Posted: 26th Aug 2019 07:06
Using GG versions since the introduction of DX11/PBR, many, (I can't say all - I haven't tested them all) of the entities from the Classics folder are horrendously bright. These entities don't have an effect specified in the fpe. Editing the fpe to include effect=effectbank\reloaded\entity_basic.fx reduces the illumination level on the model, but it then becomes shiny. Many of these entities have materialindex = 4 specified. If I change that to materialindex = 20, the shinyness goes away. I experimented a little and the level of shinyness is definitely contolled by materialindex setting.
But - if you read the sparse documentation that is available, materialindex is meant to control sound - not specularity. It didn't prior to the DX11 implementation.
Is this an intentional change or is it an unexpected/unwanted outcome of DX11/pbr support?
There are approx 800 entities that are potentially affected by this.
granada
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Posted: 26th Aug 2019 11:23
Hi, this might help you

https://forum.game-guru.com/thread/221006

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benjiboy
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Posted: 26th Aug 2019 11:35
Yea I read the thread. It doesn't touch on the effect of materialindex.
OldFlak
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Posted: 26th Aug 2019 12:18 Edited at: 26th Aug 2019 12:24
Yeah,
Material Index determines the sound and decal used by the entity. More info in this FPE thread
eg
// 0 = GenericSoft
// 1 = Stone
// 2 = Metal
// 3 = Wood
// 4 = Glass

I am using the current beta build and have not noticed any issues with shininess of models though - but I use my own custom models.
Have you tried verifying files via steam?

Also might be useful to post in Teabone's Bug Fixes thread - he is busy fixing the multiple bugs in gg's models.

Reliquia....
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Pirate Myke
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Posted: 26th Aug 2019 12:40 Edited at: 26th Aug 2019 13:11
The materialindex will also add the default maps for pbr if the texture set is incomplete.

Say you have a building with a material index of metal instead of wood and only have a diffuse texture using the entity_basic shader with pbroveride=1.

The engine will use the textures for metal in the effectsbank/media/materials folder for metal to fill in the rest of the textures that are missing.

Having the material index set properly is a must if you dont have all the texture for pbr shading.

The shinyness then can be adjusted using a value over 100.

Do keep in mind that this seems to only have a small effect until you get to values over 1000, then it has a very large effect.
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benjiboy
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Posted: 6th Sep 2019 20:34 Edited at: 6th Sep 2019 20:37
Thanks for the explanation Pyrate Myke, nice to find a knowledge sharer , (not that there aren't plenty of contributors that do)
?
The shinyness then can be adjusted using a value over 100.
?
Value of what? Specified where?
I am a 3 week newb to all this.
So far selecting suitable values - wood/stone/glass has worked quite well - except when the entity is tread-on-able.
Teabone
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Posted: 7th Sep 2019 07:57
Quote: " If I change that to materialindex = 20, the shinyness goes away. I experimented a little and the level of shinyness is definitely contolled by materialindex setting."


Yep, the material index matters now for visual effects too. Not just sound and decal/impacts. If its metal or glass its going to be extra shiny.
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