Setting the gloss map to white and turning the sharpness all the way up with the Specular Sharpness slider will give you the max sharpness for the IBL specular reflection. You can manually type in values higher than 256, however, I think that will only effect the sharpness of dynamic lights. This is something that we will…
@whw - for clarification, your gloss map in Toolbag is controlling the "tightness and broadness" of your specular reflections. The specular sharpness slider is setting the maximum sharpness limit for your material. i.e. all white pixels in your Gloss Map (alpha of your Specular Map) will be whatever sharpness is set on the…
Yea, that is kind of the intention. Black in your gloss map should always map to the "lowest" sharpness possible. White should map to the highest possible (as set in your material with the specular sharpness slider). If your gloss maps seem washed out then I *suspect* that it's because you aren't really after large…
@Lightweight - a few things to consider: - The lighting conditions in your photo are very different from your choice of environment light in Toolbag. You'll want to pick a lighting environment in Toolbag that is much closer to an overcast sky if you're intending to closely match the appearance in the photo for presentation…
Specular is possible with the refraction shader. The gloss channel (I assume you realize its the alpha channel of the spec map) works like so: white is "sharpest" specular, black is "fuzziest" specular, with the sharpness limit determined by your material setting for specular sharpness.
That reminds me - the current version has a bug w/ specular sharpness and frensel. We have addressed it already for our next release, but right now you may see some odd behavior with environment specular sharpness unless the fresnel factor is set to 0.0.
Any comparisons to 1.01 are, as I think you've surmised, not relevant here since 1.01 was buggy (fresnel settings effectively reducing and in some cases eliminating entirely the range of gloss/sharpness). As far as comparing it to other engines/renderers - all I have to say is "maybe"? We're not sure. It's very conceivable…
How do i get a sharp env. map reflection... I'm making a copper dive helmet, but even if i set the gloss texture to 100% white it still doesn't reflect a sharp env map. this is the look im going for. http://vallejogallery.com/objects/diving%20helmets/Mark%20v%20number%205169%20%20D83/1000%20dpi%20front%20.jpg
I'd like some more information about the way marmoset is interpreting the specular intensity and sharpness from textures. although it may be gamma corrected properly grey values in these textures does not seem to translate to any intuitive mid point in relation to the interface sliders. for example - grey in the rgb of the…