Glossiness and specular

Started by
2 comments, last by Aqua Costa 12 years, 8 months ago
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?
Advertisement
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
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 wink.gif
So it was only a problem of terminology... Because I didn't knew that "spec power"="glossiness".

Thanks :lol:

This topic is closed to new replies.

Advertisement