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My-Key
Joined: 12 Aug 2009 Posts: 4 Location: Poland
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Posted: Fri Feb 26, 2010 7:01 pm Post subject: |
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Yea, I know. It looks pretty bad, but it is better than nothing
Urre@
Editing gloss maps can give interesting effects like here (now murky have something unpleasent on a surface )
With a lot of work (and luck) sharp glossmaps could be achived by making a proper glossmap. |
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LordHavoc
Joined: 05 Nov 2004 Posts: 243 Location: western Oregon, USA
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Posted: Sun Mar 28, 2010 7:16 pm Post subject: |
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In current DP I believe you can adjust the specular sharpness by changing the alpha in the gloss texture.
This of course could vary on different parts of the texture, though I'm not sure how useful that would be. |
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Electro
Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia
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Posted: Tue Mar 30, 2010 8:01 am Post subject: |
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I always find gloss to be such a weird terminology for it. I've always dealt with it as "specular power". Having per-pixel control over it with the texture is the best way to go about it. Are their material files to adjust the range (so it's not limited 0-1, which would be almost useless))? _________________ Unit reporting!
http://www.bendarling.net/ |
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LordHavoc
Joined: 05 Nov 2004 Posts: 243 Location: western Oregon, USA
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Posted: Tue Mar 30, 2010 4:52 pm Post subject: |
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Electro wrote: | I always find gloss to be such a weird terminology for it. I've always dealt with it as "specular power". Having per-pixel control over it with the texture is the best way to go about it. Are their material files to adjust the range (so it's not limited 0-1, which would be almost useless))? |
Yes they are a scaler for the current r_shadow_glossexponent cvar. |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Tue Mar 30, 2010 10:17 pm Post subject: |
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Awesome LH!
Varying specular sharpness across the texture is very useful, for example if you have different materials on the same texture, like skin, cloth and metal, for a character. _________________ Look out for Twigboy |
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