How do I hook up a cosine power map in Maya for rendering in mental ray?
I understand that a cosine power map controls the glossiness/roughness/broadness of a specular shine and that it would be a grayscale map (dark being a wide/broad specular shine and white being a narrow specular shine).
So far, I've tried simply to attach the map into the cosine power input on a maya phong shader. I've tried it both with Alpha is Luminance turned on and Alpha is Luminance turned off. I get the same results: an overblown specular shine.
I'm beginning to think function is not supported...