Every time I try to do anything with the specular power slot in the UDK material editor my model turns black or I get very bizzare shading. I tried a dark image, a light image, simply using and adjusting a constant and its always messed up. Are there any examples of propper use of spec power or anything I need to know…
sounds like you're plugging a texture in, textures "typically" go from 0-1 Specular power is a value that goes from 1-100+ usually. Either add and multiply the texture by scalar values, or use the specular power textures as the alpha of a lerp between 2 values.
Jordan is there a way to use a spec map as spec power without using a LERP? I would like to adjust the spec power on different surfaces on the object. I do this now through using a LERP. I was just curious if there is another way. It's too bad there is not a way to allow a greyscale texture to fall in the 1-100 range.
Yeah LERP is what I've been using for a while to get different spec power values on 1 material. Using the fresnel sounds pretty interesting. I'll have to try that sometime. Thanks man!
I mean any mathmatical way you can create higher values than 0-1 will work. A lerp is the best solution because it's 1 instruction on the GFX card (Mult+Add). You can get more complex results by using fresnel to modify your specular power but a lerp is pretty much the bread and butter of mixing values.