[ QUOTE ] more just values associated with it? [/ QUOTE ] Right you are mop. Spec power not the pixels (in cases I've seen, anyways) I can think of one engine where there is a spec power map: Unreal 3. In this case you would need to change the pixel data to change the spec power. -R
Just wondering here, what's with the "tweak a spec map on a per light basis"? Does this mean you are required to alter a spec map depending on what lighting situation the texture is in? I assume you're not talking about altering the actual specular map image itself, more just values associated with it? Surely you can just…
[ QUOTE ] And why would you need to change this "spec power" depending on the scene? That sounds pretty wasteful - surely just one map should be made to work for any lighting situation? [/ QUOTE ] Well... different spec colors might be good for daylight/dungeon/etc maybe? But yeah I would think that if you need differences…
And why would you need to change this "spec power" depending on the scene? That sounds pretty wasteful - surely just one map should be made to work for any lighting situation?
well, to be more descriptive: -do you understand howto harness the power of per pixel fall off from per pixel lights. -do you know howto tweak a spec map on a per light basis (spec power settings usually have to customized per lit scene, it's a limitation I have seen across every engine i have worked with) -vertex lighting…
[ QUOTE ] -do you understand howto harness the power of per pixel fall off from per pixel lights. [/ QUOTE ] You might want to get a clearer definition of what your AD is asking for here. Falloff could be the near and far distance ranges that each light's intensity ramps up/down. Not a per-pixel effect, but per-light. Or…