KoboldPrime Posted October 14, 2015 Share Posted October 14, 2015 This has been said before over and over, but here I go We wants them, we needs it. I want to paint my stuff all Shiny and chrome, so I can ride eternal in the VOID. Am I the only one? Charge 300p for the pallet I don't care.. Thx and byebye Link to comment Share on other sites More sharing options...
YourBusDriver Posted October 14, 2015 Share Posted October 14, 2015 I needs chrome. Link to comment Share on other sites More sharing options...
atom Posted October 14, 2015 Share Posted October 14, 2015 we all want this badly but unfortunately i think it has more to do with pbr treatment than colour packs. i mean u can get metallic look on stuff that has the metal layer on already. could this be applied to colour packs? it would be totally amazing but i'm not sure it's possible. Link to comment Share on other sites More sharing options...
CGs_Knackie Posted October 14, 2015 Share Posted October 14, 2015 (edited) Give metallic textures/colors to people who bought an Access Prime (why not this one) and make it available on the Market for others please. :c Edited October 14, 2015 by CGs_Knackie Link to comment Share on other sites More sharing options...
egregiousRac Posted October 14, 2015 Share Posted October 14, 2015 I have been campaigning for this for a long time. It is completely identical to the coloration overlays implementation-wise. Here were some demos I threw together: Link to comment Share on other sites More sharing options...
atom Posted October 14, 2015 Share Posted October 14, 2015 I have been campaigning for this for a long time. It is completely identical to the coloration overlays implementation-wise. it is? if this is the case all my +1 i would pay anything for this Link to comment Share on other sites More sharing options...
egregiousRac Posted October 14, 2015 Share Posted October 14, 2015 (edited) it is? if this is the case all my +1 i would pay anything for this Yeah, PBR consists of four channels: Albedo, Roughness, Metalness, and Color Masks. Coloration is done by overlaying a color in the shape of one of the masks over the albedo map. Metallic/Matte palettes would be applying different colors to the roughness and metalness maps. This is what the texture changes look like on the last example I gave: Red is metalness, blue is roughness. The green is the albedo, which has to be split out for the overlay process because coloration isn't monochromatic. In this case it is becoming orange because the red is increased, the blue is reduced, and the green is staying the same. This turns a non-metallic rough surface into a surface that is metallic and smooth. Edited October 14, 2015 by egregiousRac Link to comment Share on other sites More sharing options...
atom Posted October 14, 2015 Share Posted October 14, 2015 Yeah, PBR consists of four channels: Albedo, Roughness, Metalness, and Color Masks. Coloration is done by overlaying a color in the shape of one of the masks over the albedo map. Metallic/Matte palettes would be applying different colors to the roughness and metalness maps. This is what the texture changes look like on the last example I gave: Red is metalness, blue is roughness. The green is the albedo, which has to be split out for the overlay process because coloration isn't monochromatic. In this case it is becoming orange because the red is increased, the blue is reduced, and the green is staying the same. This turns a non-metallic rough surface into a surface that is metallic and smooth. thank you for the in-depth explanation but it's my understanding that not all the gear has pbr implemented yet so is my assumption that this can only be applied after pbr correct? is so then like i said i'm not sure it's possible just yet but only after they finish updating the content with pbr. Link to comment Share on other sites More sharing options...
CGs_Knackie Posted October 14, 2015 Share Posted October 14, 2015 I have been campaigning for this for a long time. It is completely identical to the coloration overlays implementation-wise. Here were some demos I threw together: ^This. Please DE. Link to comment Share on other sites More sharing options...
motorfirebox Posted October 14, 2015 Share Posted October 14, 2015 I don't think metallic colors ate really doable without a huge amount of work. It's not just a new tint, like other color packs, it's a completely new skin footer every single colorable item in the game, that must be able to be partially applied--and if an item has multiple skins (e.g. Day off the Dead), each of those skins will need a new version created. It's a HUGE amount of work. Link to comment Share on other sites More sharing options...
egregiousRac Posted October 14, 2015 Share Posted October 14, 2015 thank you for the in-depth explanation but it's my understanding that not all the gear has pbr implemented yet so is my assumption that this can only be applied after pbr correct? is so then like i said i'm not sure it's possible just yet but only after they finish updating the content with pbr. Yeah, this only applies to items that have been PBR'd. Items on the old shader would have to just use the color for the time being. I don't think metallic colors ate really doable without a huge amount of work. It's not just a new tint, like other color packs, it's a completely new skin footer every single colorable item in the game, that must be able to be partially applied--and if an item has multiple skins (e.g. Day off the Dead), each of those skins will need a new version created. It's a HUGE amount of work. PBR makes palettes that change how metallic and rough something is just as simple as the coloration that is already being done. It is overlaying a color onto a texture either way. Link to comment Share on other sites More sharing options...
motorfirebox Posted October 14, 2015 Share Posted October 14, 2015 Yeah, this only applies to items that have been PBR'd. Items on the old shader would have to just use the color for the time being. PBR makes palettes that change how metallic and rough something is just as simple as the coloration that is already being done. It is overlaying a color onto a texture either way. Yes, but currently those values are presumably baked in for each skin. You're talking about going back and making those values variable for every zone on every skin. That's a lot of work. Link to comment Share on other sites More sharing options...
egregiousRac Posted October 14, 2015 Share Posted October 14, 2015 Yes, but currently those values are presumably baked in for each skin. You're talking about going back and making those values variable for every zone on every skin. That's a lot of work. They are baked in the same way that the coloration is baked (they are actually all on the same texture). DE is already splitting off one channel to color it, this would just do the same to the other two. This isn't even adding zones, since it is using the same color masks as coloration does. Link to comment Share on other sites More sharing options...
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