General Question Specular water reflection

Morgan

New member
Joined
Aug 14, 2010
Messages
14
Reaction score
1
Points
3
Is there a way to increase the power of the sun's reflection on the water in 2010? I noticed the reflections are much brighter in the 2010 P2 Beta.
 
I don't think that's so easy. I believe it is located in the graphics engine, so it is possible that it's brighter in a graphics client like D3D9 Client or D3D11 Client.
Also, it may be possible to configure the brightness in the configuration files for the graphic clients, but I don't know for sure or where to do it.
 
If this is a standard Blinn-Phong scheme, then the specular reflection strength is computed by the fixed pipeline / DirectX equivalent of

specular.rgb = (gl_FrontMaterial.specular.rgb * gl_LightSource[0].specular.rgb * pow(NdotHV, gl_FrontMaterial.shininess));

(this is the OpenGL specular equivalent of the fixed pipeline function, but you get the picture).

You can't influence the light source without influencing anything else, but you should be able to set the material constants (material.specular and material.shininess) in the 3d model you're rendering - they're usually not hard-coded but a property of the model, which means you don't need to adjust the binary to change them.

Also, a model may have a specular map where the reflective areas are marked, that's just a texture you can edit to increase reflectivity.

So I would guess that you can in fact modify it, but I'm not really familiar with the Orbiter particulars, I just know how 3d rendering works in general and in OpenGL in particular.
 
Back
Top