Jump to content
  • Advertisement
Sign in to follow this  
esaint

Specular maps

This topic is 4981 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello! I kinda need to know how to bind a texture to the specular channel of a material, if this is possible in a simple manner... That is; make the specular reflection correspond to a map instead of being uniform. References to tutorials, demos or MAN pages are much appreciated. Or, if it's not possible without bringing shaders into the picture, someone saying so would be nice ():-) Thanks!

Share this post


Link to post
Share on other sites
Advertisement
I don't believe it's possible without shaders. Maybe with texture combiners, but it would be very tricky if it's possible.

Share this post


Link to post
Share on other sites
simply use a texture channel eg alpha, the brightness coresponds to the amount of specular,
eg alpha = 255 == full specular
eg alpha = 127 == half specular

Share this post


Link to post
Share on other sites
only problem with that is, you dont always want to apply specular, only when the angles between light, normal and viewer are correct (yeah, there is proper maths involved, but its 4am and i've not slept much recently, heh)

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!