blakboks
I'm trying to create some windows using 'Bump Cube Add Alpha Reflect T1', but it doesn't seem to be reflecting anything (actually, when I first tried, the entire texture was reflective). I'm obviously missing something, but I can't really figure out what...
My texture is a 32-bit .tga, with the diffuse window texture in the RGB channels and my alpha channel is white where I want it to be reflective, and black where I don't want it reflective (I've tried it inverted as well, to the same results).
I'm able to get 'Bump Cube Add Color Reflect T1 T2' to work perfectly (with the 'reflect map' as a 24-bit .tga), but for some reason it just doesn't work when I try to use my 'reflect map' from an alpha channel (either the alpha from T1 in 'Bump Cube Add Alpha Reflect T1', or in the alpha from T2 in 'Bump Cube Add Alpha Reflect T1 T2'). I'd really much rather use the alpha channel for optimization's sake.
Anyone experience similar issues? Any tips for creating (non-transparent) window materials in general?
Thanks in advance, everyone!
My texture is a 32-bit .tga, with the diffuse window texture in the RGB channels and my alpha channel is white where I want it to be reflective, and black where I don't want it reflective (I've tried it inverted as well, to the same results).
I'm able to get 'Bump Cube Add Color Reflect T1 T2' to work perfectly (with the 'reflect map' as a 24-bit .tga), but for some reason it just doesn't work when I try to use my 'reflect map' from an alpha channel (either the alpha from T1 in 'Bump Cube Add Alpha Reflect T1', or in the alpha from T2 in 'Bump Cube Add Alpha Reflect T1 T2'). I'd really much rather use the alpha channel for optimization's sake.
Anyone experience similar issues? Any tips for creating (non-transparent) window materials in general?
Thanks in advance, everyone!