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Bumped mapped specular albedo does nothing


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I've been trying to make some lovely metal and mylar parts, but the albedo channel does literally nothing.  I tried a number of different textures and even tried adding an alpha channel to my .png files, thinking that might be the issue.  Nada.  It's still a) a uniform color and b) white, no matter what color I input.  

Send rescue craft immediately, 

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  • 1 month later...

If you have the straight mylar on its own mesh:

KSP_MODEL_SHADER {
	model = path/to/model

	MATERIAL {
		mesh = meshname
		shader = TU/Metallic
		keyword = TU_STOCK_SPEC
		float = _Metal, 1.0
	}
}

 

If a mixed mesh:

KSP_MODEL_SHADER {
	model = path/to/model

	MATERIAL {
		shader = TU/Metallic
		texture = _MetallicGlossMap, path/to/metalglossmap
	}
}

 

He also has a PBR Specular shader if you prefer that.

From your OP, I'm curious if you realize that diffuse/albedo should be in dxt5 and normals in dxt5nm? Using PNG used to work well, but some time ago they now auto-convert to dxt format in-game (very crappily), and I don't believe bumps work in PNG anymore (used to be a grayscale height map that was converted in-game).

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