![]() ![]() using setTexture()/setParam() rather than using a. I assume that the exception is a result of me constructing my Material “by hand” i.e. I don’t know if this is the root of my problem. ![]() Is there a way to configure the material so that the brightest glints are not white? I find that the SpecularMap shader’s results always look far too shiny and “wet” because of this problem. Adjusting the “Shininess” parameter also doesn’t prevent the glints from coming out white, it just changes which pixels come out white. I also tried applying an alpha to the specular map, hoping that the result might blend the white with the diffuse texture’s colours, hence reducing the brightness, but this had no effect. However, in the rendered image the brightest pixels always come out pure white, regardless of the input specular map.Īs a simple example, in the rendered sample below I’m using a pure pink specular map to make things obvious (rgb = 244, 181, 181), but although there is a pink hue to some of the specular glints, you can see that the stronger the glint is the less hue is determinable, with large areas coming out pure white. I want the maximum brightness of a pixel in the rendered image to be the colour of the corresponding pixel in the specular map, which I think seems a reasonable expectation. ![]() I’m using a specular map (together with a normal map) in a texture. ![]()
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