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Help with map types

Hey, :D, I need help with the different type of maps (diffuse color, normal, specular, gloss, emissive, and glow maps), understand what maps I have/can use in my models.

By this time, I understand for what diffuse and normal maps are used and how use this type of maps.

But, I don't understand for what specular, gloss, emissive, and glow maps can be used and how use this type of maps.

So pleas, if someone can help, with images, links to other pages, or something.

Thank you.

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  • EarthQuake
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    A specular map sets the specular reflection, so how much an object reflects light. Brighter values = more reflective, darker values = less reflective.

    A gloss map sets the glossiness or surface roughness of the specular reflection. Bright values = a glossier, tighter highlight, and darker values = a more matte, broad highlight.

    This tutorial is specific to Marmoset Toolbag, but it covers the basic diffuse/normal/spec/gloss maps: http://www.marmoset.co/toolbag/learn/materials

    Emissive maps and glow maps are generally the same thing. The may out light sources on your texture (stuff that will glow) and in some engines will flag the engine to use a special glow type post effect on it.
  • Yilativ
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    A specular map sets the specular reflection, so how much an object reflects light. Brighter values = more reflective, darker values = less reflective.

    A gloss map sets the glossiness or surface roughness of the specular reflection. Bright values = a glossier, tighter highlight, and darker values = a more matte, broad highlight.

    This tutorial is specific to Marmoset Toolbag, but it covers the basic diffuse/normal/spec/gloss maps: http://www.marmoset.co/toolbag/learn/materials

    Emissive maps and glow maps are generally the same thing. The may out light sources on your texture (stuff that will glow) and in some engines will flag the engine to use a special glow type post effect on it.
    Thank you for the reply, EarthQuake. You helped me alot.

    I saw that gloss maps are black/white, but I saw 2 types of specular maps, black/white and colored (similar to diffuse map), my question is, what is the difference between black/white and colored specular maps.

    Examples.

    Colored specular map: http://shika.50webs.com/images/acilia_main.jpg
    Colored specular map: http://fc05.deviantart.net/fs71/f/2013/299/f/5/flamebuster_by_jotun-d6ruenr.jpg

    Black/White specula map: http://www.etyekfilm.hu/boom_minitutor.jpg

    Thank you.
  • EarthQuake
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    Black/white spec maps control only the specular reflection intensity.

    Colored specular maps control the color and intensity, which is useful for some complex materials and certain metals (gold, brass, copper, etc).
  • Yilativ
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    EarthQuake wrote: »
    Black/white spec maps control only the specular reflection intensity.

    Colored specular maps control the color and intensity, which is useful for some complex materials and certain metals (gold, brass, copper, etc).

    OK, now I'm starting to understand.
    Thank you soo much for the help. Really helpful. ^^
  • ZacD
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    ZacD ngon master
    Here's a good basic talk on specular color http://www.manufato.com/?p=902
  • visoutre
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    visoutre polycounter lvl 6
    Aren't the properties of texture maps and specular maps being changed next gen with real-time Physically Based Rendering stuff in Unreal Engine 4 and Cryengine? I'm by no means an expert on these topics and don't want to confuse you too much, but it's worth to consider how in the future, things will change. Spectacular is essential a way of cheating highlights, but there are better systems being developed/currently used but for other purposes.

    Check out these 2 videos and read these Siggraph pdfs, they explain better than I can. It's pretty cool stuff: SIGGRAPH 2013

    [ame="http://www.youtube.com/watch?v=dSBLkIDo_Yo"]Unreal Engine 4 - Layered Materials Demo - YouTube[/ame]
    [ame="http://www.youtube.com/watch?v=v0IzSfNmi1I"]Unreal Engine 4 - Character Aesthetics : http://www.youtube.com/watch?v=v0IzSfNmi1I[/ame]


    Displacement maps are also more important these days. They're essential to terrain generation with programs like World Machine. There's lots of info you can find on Google and searching Polycount threads. Don't let all this stuff distract you though, getting the basics is more important, but just keep in mind there's always something more crazy out there to learn.
  • Yilativ
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    WOW, dudes, thanks you for all.. o.0 this world is much bigger than I imagined.

    Thank you, but for the momment I will start with the actual systems.

    :)
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