So I was wondering if anyone knew any good links to articles on Gloss maps or could tell me the difference between a spec and gloss map? From what I have read so far, a gloss map is mostly used for metal or plastic. But how is different is a gloss map supposed to look apposed to a specular? And help would be greatly appreciated
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This is a good way to debug a shader Create a sphere:
Put a Black Specular, and a 50% Grey Gloss See what happens.
Change the Specular with the Grey Map, and see what happens.
Change the Specular with the White Map, and see what happens.
Notice the difference?
Now put the Specular at 50% Grey.
Change the Gloss with the Black Map, and see what happens.
Change the Gloss with the Grey Map, and see what happens.
Change the Gloss with the White Map, and see what happens.
Despite any dictionary definitions anyone might give you. You probably won't really understand it unless you do it for yourself.
Keep in mind that specular is a cheat and it's easy to mess it up. Best thing you can do is to ask the coders to write a physically correct, energy conserving shader.
You mean like the TGA PBL shader?
Oh, and I'd not refer to any real-time shader or offline shader for that matter as "physically correct", "physically based" is a better term.
If you aim to get this visibile in the Maya viewport I'd have a look at using a CGFX/HLSL shader instead of the Maya default materials as they usually allow you to tweak more features than is possible with the default ones.
http://wiki.polycount.com/CategoryShaders
in maya you will need to get a hlsl, or cgfx shader like kodde said in UDK Gloss is 1 of your parameter inputs, it's just not called gloss, so just look for specular exponent.
because this input expect above 1 values, you will need to eiahter multply your map a few times, or plug your map into a linear interpolate node and plug constants into it's other inputs.
I mean is there a tutorial for that ? Or is there any suggestion ?
http://www.philipk.net/tutorials/materials/materials.html
Hope it helps.
I will make a topic of mu progress soon .