Ah ok. That makes sense then. What it seems you're experiencing is difficulty reconciling physical lighting with the virtual approximations. You are correct in that in a dark room everything is black. This is actually a good insight into the nature of how we experience color. The concept of diffuse color is only valid in…
So I kind of quickly tried out joeriv's approach to the black diffuse with metal with only color from the spec. http://www.polycount.com/forum/showpost.php?p=1942890&postcount=67 In the game world, it's a bit lack luster. I'm guessing the ToolBag 2 tool has more settings to make things look more pretty than just a default…
To try and answer those questions: (This is the way i understand it, so feel free to shout at me if I get it wrong =D ) If an object does not recieve any light, it will not reflect any light. And so, it will appear black. The reason why the diffuse is black is because metals have the special property of not allowing light…
@Madosho, yeah, that makes sense. When I was rotating the object around I caught the black diffuse and thought to myself, 'That doesn't seem right.' In the static mesh previewer I was getting those results because of the one light in that scene. So it makes sense. @Santewi, I didn't think about multiplying my spec color in…
Glad to be of help. Also what you said before about "just trying to make things look correct I'd have to take gir's approach." is correct. That's the main image based lighting shader hack I was talking about actually. One other concern I forgot to mention is "what else is in your scene?" If you have one photorealistic…
The diffuse reflection part of metals is black (or at least very close to black), as no light is reflected. All of the reflections are specular reflections, and if you want good looking metal, you need a cubemap / RTT reflections multiplied by your spec color (something like HEX: FFE29B for gold) and blurriness of the…
Yeeeah...not sure yet, I'll have to add some detail to the Spec and Gloss. I was kind of hoping for something amazing I guess. Just made me think, if this was a way of getting close to physical accurate I should try it. However without any light in the scene you're going to get a 100% black object. Which I wouldn't think…