Specular highlights are only a cheating shortcut, technically its caused by the reflectiveness and glossiness of objects and materials in real life. Power is a weird term to me too, but I guess you could think of it as reflective power or something.
Im not saying your wrong Eric but calling Gloss power doesnt make sense to me, I could be wrong but by my understanding gloss is a measure of diffusion. The power/amount of reflected light comes from how reflective the surface is Spec = Aproximation of reflected/absorbed light Gloss = Aproximation of how specular/diffuse…
Might help to see the Microsoft's Direct3D specs. When I work with shaders, I see the term specular power used quite a lot, and it always means the width. Also sometimes "Exponent" is used, same thing. But it also controls the intensity at the same time, since a wider highlight is going to spread the same brightness across…
Vahl: OH SNAP :D "and if you didn't consider them that way, you'd have added the grease and dirt present in your diffuse and other things that would have broken the specular's uniformity, thus would have made the material much more interesting and good looking that what you have now." But that is exactly what I am doing,…