![]() ![]() Green channel holds the specular intensity info:Īdds the emissive component to the surface shading. Lower values make the shine large and blurry Higher values make the shine small and sharp Red channel holds the specular exponent info (also known as shininess or glossiness), so it controls how blurry or sharp the specular shine is rendered The specular map uses two channels to customize the specular behavior on the surfaces: It is used in the shading of skin or skin-like materials in combination with Subsurface Scattering and Bekmann specular, to better approximate how light refracts, scatters and reflects on the surface. The translucency component simulates the light going through the shaded object. The UV maps must be unique within 0-1 range, and the materials mustn’t overlap. Should fade towards 0 on mapping seams and on solid details such as piercings/jewelry. Should fade towards 0 on mapping seams and on solid details such as piercings/jewelry.Ġ means no direct light (only ambient and radiosity)Ġ means amount of diffuse light that scatters in the subsurfaceĢ55 max value means that the amount of light bounces right off.Ī good default value would be 0.9 (229 229 229) for skin areas. Red channel - range of subsurface scatteringĢ55 max subsurface scattering. Practically it is an illusion of details from high poly mesh with all the details transferred in a low polygon mesh. Normal maps are a special kind of texture that allows you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry. Else, the texture will look very light or burnt, relative to the lighting of the scene.įor a more efficient compression of the texture, use sRGB color space. If it has hue shift customization, then the textures have to be in mid tones (the middle part of a gradient, picture below). ![]() Towards 255 (white) surfaces get increasingly opaque.ĭiffuse with alpha mask white = 100% transparency The diffuse texture holds diffuse color info of the rendered surface stored in RGB channels.ĭiffuse with alpha mask black = 0 transparencyĪlpha channel is used to specify transparency:
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