What Does a Specular Map Do?
So, you’re making your own textures now? Great! You’ve probably become familiar with the diffuse or color maps and are starting to wonder what the. Jul 04, · This video will explain what a Specular Map is and how you can use it!If you are looking for a more in depth video about the subject, make sure to look for t.
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Follow Us. Chat in the GameDev. What are specular maps? Started by pierceblaylock February 07, AM. Hi, I'm just wondering what a specular map is exactly? I have some here with their diffuse and normal map texture counterparts. But I don't know what they are exactly. I figure they are used to produce some sort of specular highlight. What ma; the difference between using a specular map or just doing specular lighting in the shader?
Also, what is the concept behind using a specular map in a shader? I have a shader set up to render vertices using a diffuse texture and a normal map for per pixel lighting. Where does the specular map fit into this process? I'm not looking for exact shader code although I won't turn it downI'm just after the concept of what I do with the specular map in the shader.
Cancel Save. Daaark The specular made is used to alter the spec value per texel. People have shiny bald heads, and not so shiny stubble on their chins. A belt buckle has a different how to build a garden planter value then the belt, and the jeans. When doing lighting, you calculate the diffuse term, and, if the object is "shiny", a specular term as well. The lightspot on a billiard ball is a typical example of specular lighting.
The whole ball is made of the same material. So the reflection is the same on all places. But what if the object is made of multiple materials that have different light reflection behavuar? A small spot, or all over the surface? You can encode these values per pixel in a texture. The same principle as a normal map. But if you want, you can also take a RGB A texture. The calculation of the specular light stays the same in the shader. Tower22 Blog. This topic is closed to new replies.
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Apr 09, · Specular maps ("spec") are used to set how shiny or reflective a part is supposed to be. Typically, specular textures are black and white, dark parts have very little specularity, light parts more. GTA V also supports colored specular maps for specific materials, allowing for . A specular map is usually a grayscale/black&white image that works together with the numerical settings for specularity in this way: white on the map is for areas of the objects affected by numerical values - black on the map is for areas where specular s settings don't apply. Feb 07, · What is the difference between using a specular map or just doing specular lighting in the shader? Also, what is the concept behind using a specular map in a shader? I have a shader set up to render vertices using a diffuse texture and a normal map for per pixel lighting. Where does the specular map fit into this process?
This page exists within the Old ArtZone Wiki section of this site. Read the information presented on the linked page to better understand the significance of this fact. Author: taniab. In Poser or DAZ Studio you can set different values to make objects more or less shiny: higher values make the highlights more spread out on the object surface like in metal objects , while a lower value makes highlights more spot-like think of plastic surfaces. It is possible to set also a color for specularity and an image map.
This tutorial deals with the latter, showing how, through a map, it is possible to set different glossiness areas on the same object. In this tutorial I am not going into detail about the different numerical settings, just note that in DAZ Studio a more diffuse shiny is obtained with low glossiness values and high specular values; in Poser you need to increase the highlights value for the same effect.
To specify a Specular Map in DAZ Studio go in the Surfaces tab- Advanced and click on the triangle red circle in the image below : a dialog appears asking to locate a file. In Poser you can set a specular map in the material room - Simple tab clicking on the image square as shown below:.
You can see that only the central part of the vase is somewhat shiny, while the top and bottom are more dull. That's because we applied a map that is colored black for the top and bottom and white for the center the map is below. The following image is another example that shows how you can completely change the look of an object by using maps:. User Tools Log In. Site Tools. Sidebar Table of Contents Specular Maps.
Step 3 - Difference in renders with and without a specular map. Old ArtZone Wiki. Getting Started Guides. Software Guides. Products A-Z. Customer Service. DAZ 3D Home. DAZ Bug Tracker. Knowledge Base. Contact Us. Report A Bug. QR Code. This is true generally speaking, I suggest to play with the settings to see how they work. Below are two Poser 6 renders: - the first one has no specular map applied. Note how the entire object is shiny. That's because we applied a map that is colored black for the top and bottom and white for the center the map is below - Same example rendered in DAZ Studio.
And this is the specular map used:. The following image is another example that shows how you can completely change the look of an object by using maps: The images above use bump, color diffuse , displacement, transparency and specular maps. The vase used in this tutorial is a freebie by Ravynsworld Renderosity. Except where otherwise noted, content on this wiki is licensed under the following license: CC Attribution 3.