Gloss
Jimbodiah opened this issue ยท 12 comments
Even with specular and metallic set to 0, there is always a gloss over the parts, making matte surfaces impossible.
MFT-A and basically every part with the new recoloring. If you move up/down you see the hint of a reflection moving up/down like there is a clearcoat over the part. Lemme make some screengrabs... brb
Ahh.. you must be using DX9? (don't feel bad... it took me ~3 days to figure out what was causing this)
(it is a known issue with Unity and DX9 -- they don't blur the cube-maps properly across their seams -- not something that I can solve; this is why Unity has dropped support for DX9 entirely in their recent releases, or one of the reasons)
Edit: DX11 and OpenGL both work fine for cubemap blurs.
euhm, how do I know what dx version I am running? My gpu is not the issue, so I don't know why I'm not on dx11 as my nvidia drivers are up to date as well.
[edit] nvm, found it... running DX11 according to dxdiag.exe
Do I need to force DX11 somehow then in ksp? omg, not this shit again like in x86 with the OpenGL force to save memory :)
KSP defaults to DX9 even if your system supports better. Run with -force-d3d11
or -force-opengl
to ensure it's not
That is so 2015....
Wow... yeah, now it's matte again, and some colors are really whacked vs earlier today.
Assumption is the mother of all fuck-ups... but I assumed the game just used the latest install and didn't force a legacy version.
:)
Now you can enjoy even further improved visuals and lighting. Not that DX11 seems to do much beyond fix the cubemap blurring.
Now I know how tater got those reflections in his tanks and my confusion with the PRB labeled tanks... I only got a vague reflection from the hab, nothing like the mirror-effect. I have that now though, wow, what a difference...
Which parts? And do you have images/examples?
I am able to make very matte colored fuel tanks/etc without problem. There could be some parts that still have improperly setup spec/metal textures though, which would give an undesired offset to the value specified in the UI.