this would be your basic setup for a reflection. if you were using a cubemap you would skip the component mask, but since i want a 2d texture to be reflected it's needed. by multiplying it with the spec map we're determining where things should be more or less reflective - just like the normal use of a spec map is…
for the reflection you should start thinking in mathematical terms. you will most likely combine it with your diffuse or specular texture in some simple mathematical way. if you use add the reflection will be more like chrome the brighter the reflection pixels are. if you darken the reflection by multiplying it with a…
Cheers Xendance, Yeah I'm using a 1bit alpha but I'm pretty sure I've got the channels set up wrong. I'm plugging the alpha of my diffuse into the opacity mask mat channel and then the blend mode is set to masked. The alpha comes out fine but it's not showing as double sided. I'm not sure if that's down to alpha sorting or…