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### #ActualMedo3337

Posted 23 July 2013 - 12:48 PM

@belfegor: Damn, I have been thinking that the specular shininess is the specular level!

I notice that it's set to 10 in 3Ds Max while in the shader it's "uniform float SpecularLevel = 1,000000;", why is that?

I will get the specular level from the .x file so I can pass the value to the shader, is the following correct?

float power = pow(nDotH, materialPower);
power *= specularLevel;

Remember that If I set specular level to 80 in 3Ds Max I want it to appear the same in my own program.

### #1Medo3337

Posted 23 July 2013 - 12:47 PM

@belfegor: Damn, I have been thinking that the specular shininess is the specular level!

I notice that it's set to 10 in 3Ds Max while in the shader it's "uniform float SpecularLevel = 1,000000;", why is that?

In my .x file I will get the specular level so I can pass the value to the shader, is this correct?

float power = pow(nDotH, materialPower);
power *= specularLevel;

Remember that If I set specular level to 80 in 3Ds Max I want it to appear the same in my own program.

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