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  • ==== 2.4.2 Power Has a Price ==== ...cial effects that may be applied to surfaces in the game world. But it is power that comes with a price tag attached, and the cost is measured in performan
    83 KB (13,332 words) - 08:42, 17 November 2015
  • The third aspect is called specular highlighting, which takes into account the angle between the light-source a ...s. However, Phong lighting is very fast and doesn't require much processor power.
    2 KB (384 words) - 04:54, 26 November 2014
  • = Specular Color Map = A texture that controls the intensity/color of the specular highlights from real-time lights.
    2 KB (332 words) - 13:30, 14 August 2014
  • = Specular Gloss Map = A texture that controls the width/power of the specular highlights from real-time lights.
    581 B (86 words) - 13:31, 14 August 2014
  • ...[[normal map]] is, but how does it work? What is [[gloss]]? What does a [[specular]] texture do? ...s know what a normal map looks like, we know what gloss does, we know that specular means highlights. But its been my experience that actually knowing somethin
    17 KB (2,879 words) - 04:15, 27 September 2014
  • ...g. EXE shows textures on meshes, drag-n-drop, auto refresh, diffuse/normal/specular/displacement maps, multi-layer PSDs, etc. Many options! Best known for: the power of its modifier stack for modeling. Features powerful viewport shaders such
    35 KB (4,575 words) - 11:24, 26 June 2021
  • ...els. If you try to store some kind of texture in Red and/or Blue (specular power, height map, etc.) then the compressor will create more compression artifac
    3 KB (568 words) - 09:47, 28 April 2016

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