Hey guys,
I'm looking for some information on how gloss maps actually work, and how to create decent looking ones for my renders. Can anyone give a general explanation of how they may create one/how they work. Be good to have more added to the polycount wiki section.
Thanks
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Replies
Quote/pic from http://developer.valvesoftware.com/wiki/Phong_materials
Edit: if anyone has an example gloss map they can show me that would be great, but I understand it now.
So in gloss maps i cant remember which way it is but black = tight, white = broad spec it could be the otherway around depending
This is one of the better images I have found describing this:
To be clear I DID NOT MAKE THAT IMAGE, its part of a great art tutorial you can find here:
http://www.itchstudios.com/psg/art_tut.htm#the_onion
Basically not all materials are just shiny, some of them have part of the surface that reflect things one way and another part that reflects things another way. The result is the need for two different maps: one each to describe the two different aspects of the surface.
In 3d:
Specular maps define the brightness/color of a highlight.
Gloss maps define the size of a highlight.
Well, if we're only talking about using gloss without knowing how materials work, but if one wants to understand how materials and surfaces work (with specular/gloss), then that image goes a long way.
Glossyness is a measure of how much light is scattered when it bounces off a surface.
Super smooth things like polished metal/ wood/plastics have a high gloss value as they are so smooth. unfinished concrete, metal, un varnished wood have a pretty low glossyness becuase they are rough and scatter light more.
So the way to think about it really is how smooth is the material being defined.
http://www.adamfransson.com/armchair.html (bottom right on the texture sheet)
aye for starters i would generally use the spec map...then level the varius different materials gives you alot more material difference...