SSTU - Shadow Space Technologies Unlimited

SSTU - Shadow Space Technologies Unlimited

98.5k Downloads

Gloss

Jimbodiah opened this issue ยท 12 comments

commented

Even with specular and metallic set to 0, there is always a gloss over the parts, making matte surfaces impossible.

commented

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

commented

pbr_13

commented

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.

commented

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 :)

commented

KSP defaults to DX9 even if your system supports better. Run with -force-d3d11 or -force-opengl to ensure it's not

commented

That is so 2015....

Wow... yeah, now it's matte again, and some colors are really whacked vs earlier today.

commented

So is most of KSPs codebase :)

commented

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.

commented

:)

Now you can enjoy even further improved visuals and lighting. Not that DX11 seems to do much beyond fix the cubemap blurring.

commented

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...

commented

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.

commented

Regular tanks looked matte to me when I was messing around last night.

I loaded my old Atlas V model I was playing with, and the SRBs had shiny nose parts, and I had not set them to that---take a look at those, perhaps.