Energy conservation is important not only in terms of diffuse vs specular reflections, but also roughness/glossiness. Rougher reflections will appear dimmer, even with a material that has the same reflectivity (say, rough vs polished silver), this is because the light is diffused and shoots off in random directions so it…
Hi! I'm a noobie in scripting, but I'm trying to automatize some repetitive tasks at my job. I want to turn on this function in my multi material selection. For instance: to change the RGB colors of my materials, instead of typing all the way from 1 to 100, how can I make it more straight to the point:…
http://www.manufato.com/?p=902 I pretty much make my diffuse, then duplicate that folder and start messing with layers to make the spec. I like my spec to be higher contrast, and have much stronger edge highlighting + surface detail. Dielectric materials should be the opposite color in specular as their diffuse. Conductor…
It is possible if the shader you are using is set up to allow it. Varies per software. Examples: Maya - diffuse texture automatically overrides diffuse color value. 3ds Max - diffuse texture automatically overrides diffuse color value, but there is also a map % parameter for every texture channel available by default, so…
I'm having trouble with a shader i've written. up until now everything seems to work the way i want it to work, and i'm happy with my progress. this is my first time writing a shader, and i've not got any programming or code background... so please bear with me. i'm just a character artist trying to expand his skillset! so…
I am trying to brush up on my texture map skills and so I would appreciate any help. The brick wall texture I got off google and in Photoshop worked to make it seamless. Diffuse Map Bump Map Displacement Render in Maya via Mental Ray Diffuse Flat looking, but otherwise seamless looking brick wall Diffuse and Bump Bump Map…
so if i'm understanding that correctly moose, in extremely simplified math it's something like this for metals? (<diffuse> * (1 - <metal value>) + <env map> * <metal value>) = <diffuse colour> <diffuse colour> + (<diffuse colour> * 1.5) = <final colour> so as you increase the metalness, the diffuse colour goes closer to…
Murph : I hate you with Odin's might. That aside, this armor is absolutely blowing my mind. As said by Haz, you guys really worked up a weat on those armors, and the diffuse are mind-stunning. I had a lot of people coming up with stuff like "old gen texture is dead hurp durp, everything with normal and shaders now…
Nice work. But your textures are very strange. There is much too much ambient in you diffuse, there are allready black shadows in it! You allready defined the lightsource with that and a the dynamic lightning and the normal makes not much sense anymore! Same with the specular, There is almost only black and white. Dont…