Glossiness and specular,
Crossbones+ - Reputation: 3541
Posted 07 August 2011 - 07:59 PM
I see in presentations that games often store glossiness and specular of material and use both to lighting equation... However I don't really understand it...
Also, all objects I use in my projects have specular maps should they also have glossiness maps?
Members - Reputation: 769
Posted 07 August 2011 - 08:03 PM
specularFactor * (N.H)^glossiness
Moderators - Reputation: 48919
Posted 07 August 2011 - 08:12 PM
Yay for unified terminology