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Thread: Detail shader opacity

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  1. #1
    Senior Member fletcher77's Avatar
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    Re: Detail shader opacity

    Quote Originally Posted by et_cg View Post
    For opacity, you have to change the tones of your alpha channel. (alpha channels are only allowed to have a greyscale value - blacks, whites, and anywhere in between, but no color)

    I don't really pay much attention to which channel does what, but I believe the values that have white in them (dark grey and up) is the channel the first detail map relates to, and values that have black in them (grey to black), are relative to the second detail map.

    So if you want to change the detail maps opacity, you must change the color values used, whether it's a gradiented white to black, or a mainly black, or mainly white alpha channel. It's all up to which detail map you want to show up the most.
    I under stand how the alpha works and how the detail maps are assigned to gray scale values. I was wondering once they are assigned can you affect the way they appear, besides movement and scale. I have been trying to understand how some of the rocks have bits in them that glow brighter then fade. I have been trying to achieve the same affect. I don't know if its a special shader or a setting in the shader.
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  2. #2
    Senior Member et_cg's Avatar
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    Re: Detail shader opacity

    A glow, is relative to self-illumination mapping, and animating its light values. All of this is in illum shaders. (usually)

    The shader used to make a rock that glows with a flicker can be used on a street sign, too.
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