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My-Key



Joined: 12 Aug 2009
Posts: 4
Location: Poland

PostPosted: Fri Feb 26, 2010 7:01 pm    Post subject: Reply with quote

Yea, I know. It looks pretty bad, but it is better than nothing Smile

Urre@
Editing gloss maps can give interesting effects like here (now murky have something unpleasent on a surface Wink )

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

PostPosted: Sun Mar 28, 2010 7:16 pm    Post subject: Reply with quote

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

PostPosted: Tue Mar 30, 2010 8:01 am    Post subject: Reply with quote

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))?
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LordHavoc



Joined: 05 Nov 2004
Posts: 243
Location: western Oregon, USA

PostPosted: Tue Mar 30, 2010 4:52 pm    Post subject: Reply with quote

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

PostPosted: Tue Mar 30, 2010 10:17 pm    Post subject: Reply with quote

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.
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