TELEPHONE BOOTH
inFAMOUS 2 | PlayStation 3

CONTENTS
Telephone_Booth.obj
Telephone_Booth.mtl
Textures/
Shader_Baked/

NOTES
Telephone Booth from the UGC editor's Street Scenes category.
The main OBJ uses the original extracted textures. Shader_Baked contains an
additional version with static shader-derived materials, including the glass
color, reflection color, and opacity. Dynamic viewing-angle changes from the
game's shader are not preserved by the static bake.

TELEPHONE SIGN EMISSION
The Shader_Baked model includes emission on the four upper Telephone signs.
The lower lettered panels use non-emissive source materials. The unbaked model
uses the original textures without the shader-derived sign-emission setup.
Emission is self-lit material color; a visible bloom halo depends on the viewer.

USAGE
Extract the complete ZIP, keeping each OBJ beside its MTL and Textures folder.
Import the OBJ in Shader_Baked to use the baked window effect.

BLENDER EEVEE GLASS DISPLAY
Blender may import the glass using Dithered transparency. This can look grainy
or staticky while the camera moves; the noise is a viewport rendering effect.
For smooth glass:
1. Select the glass pane.
2. Open Material Properties.
3. Expand Settings, then Surface.
4. Scroll down to Render Method and change Dithered to Blended.
Repeat for each glass material as needed. Blended can have sorting limitations
where transparent surfaces overlap.

Render Method is a Blender-specific setting that OBJ/MTL cannot store. It must
be selected after import if Blender defaults to Dithered. No helper script or
.blend file is required. This display setting does not alter the texture pixels.

CREDITS
Ripped by TheLearnedHand.
Original game assets: Sucker Punch Productions / Sony Computer Entertainment.
