@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…
This may sound stupid. But this is a more advanced engine than I previously worked with. 3d Max has Spec Color Spec Level Gloss For its materials setup UDK has only the first two. The research I have done says to use your gloss setting as the spec level in UDK. But then how do you separate your spec level from your gloss…
OX - Spec level and spec color are the same thing, in max the shader just does Spec Color * Spec Level, you could do this in UE before you plug in spec color if you really want but having seperate maps is pointless, you could just do spec color map * some intensity scalar elementrix, the default color lookup looks…
So the what I call spec level in max then is getting that from the combined greyscale value of the colored map (if rgb) in udk? What if I had an object which had a high color spec, but would have a low specular value but high gloss? While another part of the same texture relied on something opposite (High color, high spec,…
I'm getting pixelation on my textures when I look at them in UDK's viewport. I tried the Defer Compression as well as the LOD Group workarounds, at both the spec and diffuse textures, but the pixelation is still there. The diffuse look alright in unlit mode, so I'm thinking that the problem is related to the spec map.…
@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…