Difference between revisions of "Specular gloss map"
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− | + | <!-- ## page was renamed from Specular Gloss Map --> | |
+ | <!-- ## page was renamed from Gloss Map --> | ||
− | = 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. | ||
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 Color Map]]). | |
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+ | ---- | ||
+ | [[Category:Texturing]] [[Category:SpecularMap]] |
Revision as of 10:03, 7 July 2010
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).