Is there anything else that controls how shiny an object is besides the specular map?
Shininess
Débuté par
ChickenDownUnder
, nov. 06 2010 06:55
#1
Posté 06 novembre 2010 - 06:55
#2
Posté 07 novembre 2010 - 12:52
I take it nobody has a clue.
#3
Posté 07 novembre 2010 - 01:10
If you are using a tint map it could make it more shiny depending of the tint file you are using. There could be also one line in the .mao file that is related to specularity but I don't know how it works
<Float Name="mml_fSpecularReflectionMult" value="1.00"></Float>
<Float Name="mml_fSpecularReflectionMult" value="1.00"></Float>
#4
Posté 07 novembre 2010 - 01:30
Hrm, the current custom model I am working on has both of those. What I'll do is mess with that mao value and see if anything changes, if anything.
Thank you.
EDIT: Changing the value from 1.00 to 0.00 does indeed remove at least the majority of the shininess. Yay. One problem down.
Thank you.
EDIT: Changing the value from 1.00 to 0.00 does indeed remove at least the majority of the shininess. Yay. One problem down.
Modifié par ChickenDownUnder, 07 novembre 2010 - 01:41 .
#5
Posté 07 novembre 2010 - 03:16
If you want to dampen your specular, make sure you don't just delete the specular map. Instead, use one that is all black (or almost so). Tints have an intensity value which affects specular - http://social.biowar...t/index.php/TNT.





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