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Aqua Costa

Glossiness and specular

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Aqua Costa    3692
What is the relation between specular light and glossiness of a material?

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?

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CryZe    773
The specularity value is the attenuation factor of the specular reflection. The glossiness value describes how "sharp" or "blurry" the specular reflection is. It's also known as the specular exponent. This is how it would look like in the specular part of the Blinn-Phong model:

specularFactor * (N.H)^glossiness

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Hodgman    51336
In CryZe's post above, the "specularFactor" is sometimes also called the "spec mask" or "gloss mask", and "glossiness" is sometimes called "spec power".

Yay for unified terminology [img]http://public.gamedev.net/public/style_emoticons/default/wink.gif[/img]

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