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 =
* [[Polycount|Main Page]] > [[Category:Texturing]] > [[Gloss Map]]
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= Gloss Map =
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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.
  
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Usually a shader will also support per-pixel control for the color/intensity of the specular highlights (see [[Specular color map]]).
* [[Polycount|Main Page]] > [[Category:Texturing]] > [[Gloss Map]]
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[[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).


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