1/13/2024 0 Comments Blender bump map 2.8![]() ![]() Principled’s specular is really just a remapped IOR for purposes of Fresnel.Īny real treatment of specular can’t be demonstrated with a flat plane, btw. You can plug a texture into it, but not the same texture that you’d plug into a specular’s specular color. ![]() Note that principled shader’s specular input doesn’t work the same. Again, the right place for the specular texture lookup is as an input into specular color. This would be more akin to Price plugging a specular texture into the color input of the glossy node than using it as a mix factor.īut it’s not really designed for raytracers (although of course, you can create a texture to control any input you want.) If somebody wanted something that was specular mapped, I think the right place to demo that would be with Eevee, using a Specular node as your output. ![]() The traditional way to use a specular map is to use it to modulate specular- ie, calculate specular, multiply it by your specular texture lookup, add that to your diffuse. I’d suspect that’s what your haze is- glossy reflections from someplace that shouldn’t really be reflecting because the surface is oriented toward the camera. Price isn’t doing stuff remotely realistically, or even traditionally. If people contradict me, you should listen to them. Before anything else- I’m not an expert, but I’ll share what I’ve gathered from my reading. ![]()
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