
Thorsten Posts: 12309 Joined: Mon 8:33 am To enable full-color black dirt using the r-channel of the reflection map, you would change this to Where you have three channels which use the reflection map rgb for dirt distribution. Technically, the dirt is declared using the block The maps always share the uv-mapping of the original texture, so if you paint dirt on the texture coordinates where the base texture layer shows some feature, that feature will be dirty later. The Shuttle has lightmaps in cockpit, but I hesitate to recommend that as example as they're not standard but use custom shaders.
#FLIGHTGEAR WIKI HOW TO#
I don't know of so many planes with a dirtmap implemented, but it's really the same as a lightmap (except dirtier) - so do you perhaps have experience with a plane that implements a lightmap, then you can work from that example to learn how to derive and assign an effect? the dirt distribution, in some way, there's no magic fix 'switch this on and it'll get dirty'. However, in any solution you have to provide the artwork, i.e. In that way you can dynamically get parts of your plane dirty over time or when specific events happen (for instance a burning engine might dirty the fuselage where the soot clings).Ĭanvas as linked by Hooray offers you a dynamical way to alter a texture runtime, so you can paint moving spots on it if you need - it's the most general framework but likely an overkill for dirt. The model shader supports a dirt model in which you can specify a dirt colors as (rgb) in xml and a dirt distribution via a texture channels and the base texture layer will be altered accordingly with a mixing fraction determined by a parameter. If you want to have a dirty airplane, it'd be easiest to make a dirty livery by painting the dirt on the texture and simply select the livery as needed. It's a matter of the degree of sophistication needed. Well, I want to ask if there could be build an effect that make an aircraft look "dirty"? Just to give the sim a realistic "used look".
