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 Post subject: Chrome/alpha channels
PostPosted: Thu Jun 21, 2012 12:17 am 
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Alright guys - I think I understand the basic principles of painting but I can't get my arms around alpha channels. What do they do? How are they helpful? How should they be manipulated? Also... What are the spec files for?

I'm taking a shot at La Pistolera and will need a chrome prop (amongst other things!) and I suspect achieving the desired look will require tinkering with the Alpha channels. Any advice or links you may think would be useful would be great. Thanks in advance!

Cheers!

Bud

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PostPosted: Thu Jun 21, 2012 1:02 am 
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Been a while since I tinkered with CGI, but if this operates in the same respect as it did a few years ago - Alpha channels are for regulating transparency, and can be a grayscale layer, for example; black could be opaque, and white transparent, and varying levels between - so for layering an image this can be useful for blending.

Specular layer, typically governed how shiny a surface can appear, again I had used grayscale for this, so black could be flat, and white full-shine - and again; all varying levels between - perhaps within FSX this would equate to applying bloom effects or similar.

I've yet to dabble with creating my own paint-scheme, but the subject still interests me.

John.

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PostPosted: Thu Jun 21, 2012 10:50 am 
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I'm not qualified to say exactly what they do and why... I'll leave that to ICDP or one of the painters that actually understands and can explain without mudding it up. In laymans terms, here is what I've figured out:

Alpha layer is about reflection. I'll be specific to the P-51, but this will work for the B-17 etc. If you have a painted surface it will reflect less than the bare metal. In the alpha channel you are working in black and white. White= Less reflective, Black= something out of the terminator movie. You can look in the paintkit and see that the paint, titanium, and bare metal layers get progressively darker. In general I use the paintkit settings for the default parts and then copy all of the graphics I've painted and fill them with 235,235,235 white. This way they don't look chrome, but I can still see where they are in my file. I should also note that you can accent detail in this layer, but it does not display detail (Assumption based on experience) So in this layer your nicely detailed nose art is just a white blob that has the same outline.

Ok now that you've told which parts should be shiny and dull, you open the Spec file. This file tells it what you want it to add to your base colors when the sun hits it. This is why the metal is blueish in that file. It adds in that aura to the grey in the base file. In the P-51 the spec files are half the size. I'm lazy and make a copy of my main paint file, open the file, resize it down to 2048x2048, drag the full detail nose art layers into my spec file and then delete the copy of the smaller original. You now have your clean colorful noseart in the spec file with the blue metal background. In the sun, this would wash out a bit, so I reduce the fill and opacity on the nose art to something like 75%.

Spec alpha is the final piece to the puzzle. This tells it the intensity of the reflection. Does it look like glass and washout everything completely? or does it just look like a pinpoint of sun on a paintchip. Again use the paintkit as your guide. My method on this changes with almost every paint, but the rules from the alpha later apply. Blobs not detail. If you ever forget, look at the us star insignias in the paint kit. You see detail in the base and spec, but just the outline in the Alpha and spec alpha.

So in any repaint you have 4 files that combine to make 2 files. I paint everything once in the base layer, and then copy that work into the other 3 psd files (sized appropriately) and make them work for that particular file. If we had to paint everything 4 times this already long process would be insane. :)

I hope this helps a bit. Like TJ said in another post, this is all about trial and error and patience. I learned about alpha and spec files from an ICDP/Jankees exchange in the P-47 thread. From there I started playing with it, and have gotten a bit more comfortable with each paint.

Good luck! As always, we are all here to help. Keep asking questions, and you'll get as many different answers, but your method of choice will be in there somewhere.

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PostPosted: Thu Jun 21, 2012 10:54 am 
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Hi Bud,

For FSX aircraft, the Diffuse Alpha channel defines the Reflectivity of the corresponding Diffuse surface.  Black is 100% reflective and white is non-reflective with all greyscale values in between.  This is only applicable when the effect is enabled in the aircraft model, such as the B17 and the P51.

The Specular defines the shininess of the surface.  Again, black equals shiny and white equals non-shiny.  The Specular Alpha channel defines the falloff of the shine i.e. the sharpness of the highlight.  White will give a sharp highlight and black will give a broad, softer-edged highlight.

Transparency for an aircraft, say, cockpit glass, is usually defined in the model and has an opacity value assigned to the relevant polygon faces and usually defined as double-sided. This, of course, cannot be changed by the re-painter, only the colour of the glass in the diffuse map.
:)

Ted

Sorry Mike. You replied while I was typing!
:)


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PostPosted: Thu Jun 21, 2012 1:07 pm 
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Thanks guys! I'm gonna tinker this evening when I get home from work!

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PostPosted: Thu Jun 21, 2012 11:11 pm 
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Baron58 wrote:
Sorry Mike. You replied while I was typing!
:)


No, I "rambled on" while you were very accurately defining what the layers actually do :)
Thanks for explaining it all, I think we will all point to your post when the question inevidbly comes up again.
At least I was close, and made it clear I'm a big proponent of using color in the specular file for nose art, etc.

Can't wait for those Spitfire V paints you teased us with a while ago.

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PostPosted: Thu Jun 21, 2012 11:17 pm 
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Hey guys have a look at the SDK its in black and white... here..

http://msdn.microsoft.com/en-us/library ... reMapTypes

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PostPosted: Fri Jun 22, 2012 12:30 am 
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Hey Buzz, Good post and speaking as a modeller, that document is the bible for FSX aircraft modelling and texturing and I use it regularly. But it's like giving a trainee house decorator a text book for a 3 year university course in architecture! :) It's got all the information needed but is guaranteed to confuse the beginner! Mike's reply above was a great summary of that whole document and aimed at the beginner re-painter not the aircraft modeller!

Mike: Seems a long time now that I did those paints ready for the imminent release of the MkV! Still waiting!!!
:cry:
Ted


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PostPosted: Fri Jun 22, 2012 12:46 am 
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Baron58 wrote:
Hey Buzz, Good post and speaking as a modeller, that document is the bible for FSX aircraft modelling and texturing and I use it regularly. But it's like giving a trainee house decorator a text book for a 3 year university course in architecture! :) It's got all the information needed but is guaranteed to confuse the beginner! Mike's reply above was a great summary of that whole document and aimed at the beginner re-painter not the aircraft modeller!

Mike: Seems a long time now that I did those paints ready for the imminent release of the MkV! Still waiting!!!
:cry:
Ted



You know, your right.. I guess it could get a bit confusing... But the wonderfull thing bout the web, is that you can look up anything you don't get... :)

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PostPosted: Thu Aug 09, 2012 6:32 pm 
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With alpha channels for the P-51 do they need to be Darker or lighter? And does the p51d_t_spec texture need adjusting as well?

I'm looking at completing my P-51 textures and want to make them look more like polished aluminium But am not sure what need adjusting. I know the Apha does but what about the p51d_t_spec texture?

Cheers Baz


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PostPosted: Thu Mar 07, 2013 12:14 am 
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Buzz313th wrote:
Baron58 wrote:
Hey Buzz, Good post and speaking as a modeller, that document is the bible for FSX aircraft modelling and texturing and I use it regularly. But it's like giving a trainee house decorator a text book for a 3 year university course in architecture! :) It's got all the information needed but is guaranteed to confuse the beginner! Mike's reply above was a great summary of that whole document and aimed at the beginner re-painter not the aircraft modeller!

Mike: Seems a long time now that I did those paints ready for the imminent release of the MkV! Still waiting!!!
:cry:
Ted



You know, your right.. I guess it could get a bit confusing... But the wonderfull thing bout the web, is that you can look up anything you don't get... :)



Wanna Bet :twisted: I have been trying for a while now, and cant even get a natural metal look....just grey :evil:


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PostPosted: Thu Mar 07, 2013 11:09 am 
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open any of the shiny texture files in dxtbmp, and have a look at the alpha channel. If you make yours along the same lines, you should get a metal shine, there's nothing to it really.
For the P-51, I use the stock alpha psd file (with a few small additions of my own), copy the paint from the base psd, give the paint a white overlay to reduce the shine of the paintwork and save as bmp. Takes less than a minute. I then combine the two in dxtbmp and save as dds.

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