Skyrim
Umbra - Dynamic glow test

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RonnieMagnum

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Since it's impossible to add both specular ang glow map on the same NiTriShape, I decided to make custom enchantment effect map instead. It seems, it works fine:) On the other hand, this makes it impossible to add an unenchanted version of this weapon (the effect will not work).

6 comments

  1. broccolimonster
    broccolimonster
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    you can duplicate the nitrishape, put the mesh that has the glow shader on top then add transparency mask so that the mesh below that has env map/ env shader will show through. made retextures in that method so I can have both glow maps and env maps in the same model
    1. RonnieMagnum
      RonnieMagnum
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      I tried this method before. The glowing effect is visible well from 1st person view, but from 3rd person view it disappears when camera moves far.
      Besides, the enchantment-based glowing map allows to add a fading effect.
    2. ImsumDave
      ImsumDave
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      Looks good RonnieMagnum, I really like your design. Have you tried making the glow mesh ever so slightly larger than the main mesh (push in 3ds max or maybe solidify in blender)? Or tried using a BSEffectShaderProperty on a separate mesh, in a similar fashion, instead of a BSLightingShaderProperty?

      For animations of BSLightingShaderProperty you can use BSLightShaderPropertyColorController and/or BSLightingShaderPropertyFloatController. For animations of BSEffectShaderProperty you can use BSEffectShaderPropertyColorController and/or BSEffectShaderPropertyFloatController. For example, add them in Nifskope, right-click block list, block, insert, bethesda, BSEffectShaderProperty. Or, even better, copy it from an existing vanilla mesh. If not, you will have to also set up all the block detail settings and add the NiPoint3Interpolator and NiPosData sub-blocks.
    3. RonnieMagnum
      RonnieMagnum
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      >Have you tried making the glow mesh ever so slightly larger than the main mesh?

      I tried, the result was the same.
    4. ImsumDave
      ImsumDave
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      I see. It seems that if the mesh surfaces are at about the same z-depth, the mesh with a glow shader flag is rendered on top. A nudge out makes no difference. I wonder if the glow disappearing is due to mipmaps. As the camera moves farther from the object the high-frequency small details are blurred as the game switches to smaller mipmap levels. Or maybe the accuracy of the mesh rendering is less exact farther from the camera, resulting in the glow map being rendered behind.

      I'm not certain, but I think the enchantment glow might make use of the BSEffectShaderProperty.
  2. kaleidus
    kaleidus
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    Looks gorgeous!