You may know that the Sims 2 uses cubemaps to add a reflective effect to certain objects/materials. The details of this are explained in Part 2 of Pixelhateâs âExploring the TXMTâ series.
This document also explains how to make a custom one... but the result is not functional, at least in my all-EPs, all-SPs game. Fortunately, thereâs an easy fix:
âEnvCubesâ are not regular texture images. They contain six different âblocksâ/subtextures, one for each side of the cubemap. Thus creating a custom EnvCube involves extracting and renaming one of Maxisâ, and replacing the various subtextures.
(Unlike SpecularMasks, these donât mind the DXT1/3/5 formats. Error messages may appear if you import a texture bigger than the existing ones, though. In that case, commit and close the ressource, save the package, and open the ressource again.)
So TL;DR, I made a bunch!
I also made a test object for ease of visualization. Here, it demonstrates Maxisâ âreflectioncubetemplate-envcubeâ texture with the materialâs âstdMatEnvCubeLockedToCameraâ parameter set to zero and one respectively. More on that later.
The materials in the following pictures generally have anâstdMatEnvCubeCoefâ parameter of 0.5, 0.5, 0.5; its base texture is flat black.
My first creations: extra recolours of the texture used by most of the gameâs metallic cubemaps. The top ball shows Maxisâ âreflectiongoldâ envcube as a point of comparison.
The middle row contains âMetallicRedâ, âMetallicPurpleâ, âMetallicBlueâ and âMetallicGreenâ.
The bottom row contains âRoseGoldâ, âMetallicBrownâ and âGunmetalâ.
Iâve also made variations of Maxisâ âreflectionsparkingâ cubemap (visible left), often used for glass and plastic. The middle texture is âHighContrastSparklingâ; the one on the right is âSparseHighlightsâ.
The same custom envcube, previewed on the urn sculpture. Probably not their best look, tbh.
Now for something quite cool:
With specific textures and the âstdMatEnvCubeLockedToCameraâ parameter set to 1, we can achieve a rimlit and/or holographic effect! Here are âRainbowFresnelâ, âHoloFresnelâ and âFresnelâ.
The spheres donât really do this effect justice. So here is a demonstration of their âcool holo fabricâ potential, gif included. Hopefully no one beats me to making a holo skirt haha.
(+ my two reflectionsparking edits on the sides. )
Iâve also fixed up Pixelhateâs own custom envcube, though their texture turned out not to be ideal.
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My test object and all the pictured recolours can be downloaded here on SimFileShare.
The tester is found under Deco/Misc for 1$. The actual envcube textures are found in its various recolour files, but are only referenced by the recolours of other objects. This means that if you delete âEnvcubeTester_recHoloFresnelâ, âHnMManequinLongDress_RecHoloEnvCubeLockedâ wonât be able to find the texture itâs supposed to use.
And here is a zip containing these envcubes as individual TXTR ressources ready to be imported into SimPe, as well as a package file containing all of them.
Again, Pixelhateâs documentation explains how to actually use these custom envcubes for your own CC. My last package file can be used as a âpseudo texture repositoryâ as described in their guide.
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And a few last minute tips for creators:
The projected envcube is additively added to the objectâs main texture and shading. Its brightness is also dependant on the ambiant lighting, being much duller inside. This means that a dark envcube texture likely wonât have much effect.
Maxisâ cubemap projection is weird. Some of the textures donât have the orientation youâd expect. Iâd recommend extracting the subtextures from âreflectioncubetemplateâ and testing out your envcube on my test object if youâre strugging with that.
Making a ârimlitâ cubemap only involves creating three textures: âbackâ, âfrontâ, and a gradient between those that will be reused by all sides. See my âfresnelâ envcubes as a reference.
When using such a ârimlitâ envcube, donât forget to set the âstdMatEnvCubeLockedToCameraâ parameter in the material to 1. It wonât look too good otherwise :p
Custom EnvCubes can also be used for clothing and other CaS items with the âSimStandardMaterialâ. However, they are a bit pricklier: â##0x1C050000!â has to be added before the texture name in the âstdMatEnvCubeTextureNameâ parameter. It wonât work if this extra string is not present.
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