I found a lot of tutorials about reflection maps but nothing about a "reflection map mask", I need to know what it is for a work, someone knows how it works and can attach an example about it please?
I would be eternally grateful to you!
Thanks in advance
Replies
black means no reflection, white means pure reflection, anything inbetween means something inbetween.
take a texture map that has, for example... polished metal, polished leather, and cloth. the polished metal would be almost white, the polished leather would be dark grey, and the cloth would be almost black.
A specular occlusion map is something entirely different however, which is a map used to mask where reflection occurs (independent to *how* reflective a material is, which is what a specular map or gir's explanation of a reflection map do).
Some 3d apps have presets for baking out reflection occlusion maps, similar to ambient occlusion maps, you may also need to do a bit of hand editing to get a good reflection occlusion map as well.
Modo's help doc has some good examples of various types of occlusion, including reflection occlusion. http://docs.luxology.com/modo/501/help/pages/shaderendering/ShaderItems/Occlusion.html
Do some assets use a simple cube map, but no gloss or gloss-blurring of the cube map? In that case you may want a texture to control where that cubemap is applied, and really only apply it to very glossy/reflective materials.
Do you have a standard image based lighting workflow where the gloss map controls the blurriness of the cubemap? You may still want to bake in some occlusion to your specular map to avoid strange cubemap reflections in occluded areas, or use a reflection occlusion mask as a separate texture.
Do you have a more advanced reflection system, perhaps using screen space reflections to avoid illogical reflections? In that case you may want to use very little or even no occlusion for the specular reflections at all.
So yeah as Per says, ask the client, asking questions is good.