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3D Models Effects

Enabling and applying effects

Effects are applied to each material individually, this allows each material to make use of a different effect, when required.

In order for the effects to become visual lights need to be added.
Most start with adding 1 light source


Reflections map

Specular map

Defines the surface shininess and colour highlight. The higher the value the more shininess.
In the example shown the word publisher is less shiny than CHILI is.


Reflections mask

Reflection map

Is a cube map that resembles it's surrounding environment.
This could be something like a room, nature, ..., the environment is reflected onto the object and therefore only visible via reflection on the object.
The cube map itself is therefore not visible in the viewer itself.

Using a reflection mask makes only a certain part of the document to reflect its surrounding. 

Custom reflections

The editor packs a series of default reflections (gold,silver,...) although custom reflections can be added for use too.
Custom reflections can be added in following location.
Browse to the Chili data folder on your server / Environments / Env.Name / ReflectionMaps /

A map is build up out of 6 panes, each representing a side. (top, bottom, left, right, front, back)
Each side is a 512*512px at 72 dpi JPG file named accordingly to its side.


Normal map

Emboss type

Here 2 options are available, height (aka bump) or normal map.
A height map exists out of Black & white pixels and everything in between is a lighter or darker grey.
A normal map on the other hand, holds information in what direction light is reflected on the surface.
Normal maps are easy to create and are recommended over height maps.

Our engine makes use of normal maps only and therefore converts height maps in normal maps before usage.

Creating a normal map

A normal map can be created in an application as Adobe Photoshop. 
Over here is described how to: Creating a normal map

 

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