Vassago: Specularity means mirror like, you have a specular or diffuse reflection depending on the surface.(in realtime shaders diffusion is handled by gloss) Being a specular reflection in reality has nothing to do with not reflecting the environment. It just means that the reflection is not being heavily diffused…
Usually the ones who don't color their spec maps are programmers, lazy, or can't due to engine constraints (source engine in particular comes to mind.) Specular colors are crucial for defining materials. Lets say for instance you have 3 kinds of metal on your item. On your spec you could make one of them yellowed, one…
Pure specularity doesn't exist in reality, though. Everything reflects the environment, even if diffusely. Using blurred cubemaps helps you achieve a far more realistic look on the material. Granted, if the asset is moving around like a car or character, it can be expensive to resample the cube every frame (or even sample…
Alright, while I have got you all here, let me ask you a related question. Specularity. White is shiny, black is not. Also it can have color... What dogma leads to people choosing the colors they do. Some choose odd colors, many choose blue or orange, and some don't color their specs at all. :| -I- have been deriving my…
I don't either and you're absolutely right. Most of the time it seems to just be some silly shader requirement. In some cases (generally wood with coatings or rubber/plastics) you DO need to separate them as those materials pick up a soft diffused white "specular" highlight and thus look bad with much of a cubemap…
What Harry says above me is absolutely true, but r_fletch_r is making a very valid point. This common voodoo belief-system people seem to have about spec being unrelated or different than reflection, physically, is utter bullshit. Spec helps us fake awesome reflections. Games don't have awesome reflections right now, they…