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Everything posted by Diego
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I remember not being able to use specular/gloss maps, did that change? Things could look infinitely better with these maps!
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IIRC, the shader derives gloss-sharpness from the intensity of the specmap. So the higher the spec intensity is, the sharper the gloss. Try experimenting with high and low intensity single-color specmaps to see how it affects the material. That should give you an idea about how to author your actual specmaps.
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One thing that Arcturus found is that mirror render maps respect vertex color so one possible way to add additional modulation would be to vertex paint between a black specular texture and grey specular texture (etc).
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(thanks Rebb!)