Difference between revisions of "Specular color map"

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m (Throttlekitty moved page SpecularColorMap to Specular color map: Convert old>new space and case.)
 
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<!-- ## page was renamed from Specular Color Map -->
 
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= Specular Color Map =
 
= Specular Color Map =
 
A texture that controls the intensity/color of the specular highlights from real-time lights.
 
A texture that controls the intensity/color of the specular highlights from real-time lights.
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Usually a specular map simply controls the brightness of the highlights, at a per-pixel level. If the shader supports RGB the specular map can be used to colorize specular highlights, useful for surfaces that have more complex reflective properties like metals, beetle shells, etc.
 
Usually a specular map simply controls the brightness of the highlights, at a per-pixel level. If the shader supports RGB the specular map can be used to colorize specular highlights, useful for surfaces that have more complex reflective properties like metals, beetle shells, etc.
  
Sometimes a shader will also support per-pixel control for the width or power of the specular highlights, this is often called the [[Specular Gloss Map]].  
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Sometimes a shader will also support per-pixel control for the width or power of the specular highlights, this is often called the [[Specular gloss map]].  
  
 
== Specular Tutorials ==
 
== Specular Tutorials ==
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* [http://www.polycount.com/forum/showthread.php?t=84697 Gamma Corrected Specularity] on the Polycount forum.
 
* [http://www.manufato.com/?p=902 Brief Considerations About Materials] by [http://www.manufato.com/?page_id=2 Pedro Toledo] is a great explanation of how specular works in computer graphics, including why people use inverse-hue specular color maps. In the [http://www.polycount.com/forum/showthread.php?p=1226770#post1226770 Polycount thread about this article], [http://mutantspoon.com/ Jordan 'JordanW' Walker] explains how gamma affects specular color as well.
 
* [http://www.manufato.com/?p=902 Brief Considerations About Materials] by [http://www.manufato.com/?page_id=2 Pedro Toledo] is a great explanation of how specular works in computer graphics, including why people use inverse-hue specular color maps. In the [http://www.polycount.com/forum/showthread.php?p=1226770#post1226770 Polycount thread about this article], [http://mutantspoon.com/ Jordan 'JordanW' Walker] explains how gamma affects specular color as well.
 
* [http://www.polycount.com/forum/showthread.php?t=40055 specular maps and normal maps] archive thread from Polycount has tons of tips and information about specular maps.
 
* [http://www.polycount.com/forum/showthread.php?t=40055 specular maps and normal maps] archive thread from Polycount has tons of tips and information about specular maps.
 
* [http://www.iddevnet.com/quake4/ArtReference_CreatingModels#head-4152af2ebdcdf51e21eaf84fd7ea3f511a7a1fab Creating Models in Quake 4] by [http://www.ravensoft.com/ Raven Software] has a great section on creating specular maps for Quake 4 characters.  
 
* [http://www.iddevnet.com/quake4/ArtReference_CreatingModels#head-4152af2ebdcdf51e21eaf84fd7ea3f511a7a1fab Creating Models in Quake 4] by [http://www.ravensoft.com/ Raven Software] has a great section on creating specular maps for Quake 4 characters.  
 
* [http://forums.cgsociety.org/showthread.php?f=46&t=373024 Hard Surface Texture Painting] by [http://stefan-morrell.cgsociety.org/gallery/ Stefan Morrell] has some information on painting a specular map for metal surfaces.
 
* [http://forums.cgsociety.org/showthread.php?f=46&t=373024 Hard Surface Texture Painting] by [http://stefan-morrell.cgsociety.org/gallery/ Stefan Morrell] has some information on painting a specular map for metal surfaces.
* [http://cg.tutsplus.com/tutorials/3d-art/how-to-hand-paint-convincing-metal-textures/ How to Hand Paint Convincing Metal Textures] by [http://racer445.com/ 'racer445'] has some tips about creating specular maps.
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* [http://www.nextgenhardsurface.com/index.php?pageid=racer445 Texturing Tutorial] by [http://racer445.com/ Evan 'racer445' Herbert] has some tips about creating specular maps.
 
* [http://www.polycount.com/forum/showthread.php?t=64286 Why so blue?] thread on the Polycount forum has an informed discussion about why the color blue is used for human skin specular maps.
 
* [http://www.polycount.com/forum/showthread.php?t=64286 Why so blue?] thread on the Polycount forum has an informed discussion about why the color blue is used for human skin specular maps.
  
 
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[[Category:Texturing]] [[Category:TextureTypes]] [[Category:SpecularMap]]
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[[Category:Texturing]] [[Category:TextureTypes]] [[Category:Specular map]]

Latest revision as of 12:30, 14 August 2014

Specular Color Map

A texture that controls the intensity/color of the specular highlights from real-time lights.

Usually a specular map simply controls the brightness of the highlights, at a per-pixel level. If the shader supports RGB the specular map can be used to colorize specular highlights, useful for surfaces that have more complex reflective properties like metals, beetle shells, etc.

Sometimes a shader will also support per-pixel control for the width or power of the specular highlights, this is often called the Specular gloss map.

Specular Tutorials


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