Difference between revisions of "Specular gloss map"
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m (Throttlekitty moved page SpecularGlossMap to Specular gloss map: Convert old>new space and case.) |
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= Specular Gloss Map = | = Specular Gloss Map = | ||
A texture that controls the width/power of the specular highlights from real-time lights. | A texture that controls the width/power of the specular highlights from real-time lights. | ||
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This usually only requires a monochrome texture. If the shader supports RGB the gloss map can be used to control a separate width/power for each color, useful for surfaces that have more complex reflective properties like metals, beetle shells, etc. | This usually only requires a monochrome texture. If the shader supports RGB the gloss map can be used to control a separate width/power for each color, useful for surfaces that have more complex reflective properties like metals, beetle shells, etc. | ||
− | Usually a shader will also support per-pixel control for the color/intensity of the specular highlights (see [[Specular | + | Usually a shader will also support per-pixel control for the color/intensity of the specular highlights (see [[Specular color map]]). |
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− | [[Category:Texturing]] [[Category: | + | [[Category:Texturing]] [[Category:TextureTypes]] [[Category:Specular map]] |
Latest revision as of 13:31, 14 August 2014
Specular Gloss Map
A texture that controls the width/power of the specular highlights from real-time lights.
This usually only requires a monochrome texture. If the shader supports RGB the gloss map can be used to control a separate width/power for each color, useful for surfaces that have more complex reflective properties like metals, beetle shells, etc.
Usually a shader will also support per-pixel control for the color/intensity of the specular highlights (see Specular color map).