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Latest revision as of 17:46, 9 October 2024
KSP2 graphics improved a lot, and for that they use textures, for parts we can use up to 6 textures. Diffusion, Metallic, Occlusion, Normal, Emission and Paint Map, the latter being a custom texture used by the Scenery - Standard (Opaque) shader.
Diffusion texture[edit | edit source]
KSP2's diffusion map is pretty simple, it's a simple "mask" telling the shader where each color should be. This texture is used only when no paint is applied, Also, this texture is shown where there's a blue pixel in the Paint Map texture.
Tips and Tricks[edit | edit source]
- The base color used by the game is 0, 0, 0.98 (HSV)
- The game overlays the diffusion texture with the ambient occlusion to be more RAM efficient.
Metallic texture[edit | edit source]
This texture tells the shader how reflective a given pixel should be, the higher the alpha on said pixel the more reflective it will be. Every pixel on this texture should be white and you should only change the opacity of the pixels. This is overwritten by the Paint Map's opacity when a pixel is marked as painted (either a green or red pixel).
Normal/Bump texture[edit | edit source]
A bump texture is used to give or take height on a certain pixel, affecting how shadows are casted by and to it, also affects reflections. This texture should only contain detailing and its prefered over the use of extra meshes or geometry.
Paint Map Texture[edit | edit source]
This texture is a custom made texture that the shader uses, by reading the RGBA values on each pixel it is able to make the parts paintable! The game uses alpha for the smoothness, blue to display the diffusion and metallic textures, green to display the base color and red to display the accent color in game.