@Ruz: Try multiply your spec power texture by a constant, 100, 200, 1000... etc, until you get the range you want. EDIT: So: a pure white pixel X 500 = 500 spec power. a pure black pixel X 500 = 0 spec power. a 50% gray pixel X 500 = 250 spec power. The trick is just figuring out what values you want your end result spec…
Jordan, I'm trying to grasp things here, but could you in short explain to me how I can get the default contrast and colors values from UDK April back in UDK May ? Things are getting really overblown, while I had them just right in the previous version. Going back is not an option, as May improved my Speedtree performance…
Bit confusing as normally the range is black to white ie 0-255 and its easy to visually do to that way ie almost black would be good for cloth, near white would be good for metal highlights So what constant times by my specpower texture would give me a standard range, as 500 seems a bit arbitrary for example if i was doing…
@Ruz: Yeah 500 in my previous post was just a random example number to show the math. For your eyeball example you would determine the highest value you want your spec power to be, in this case Eyeball = 120. The eyeball highlight would then be painted with value 255 white pixels and multiplied by a constant of 120 which…