Specular maps on geometry shell?

SnowSultanSnowSultan Posts: 3,798
edited October 2015 in The Commons

I didn't want to have to ask, but I've been working on this for two hours now and can't seem to find the right combination of settings to get it done.

What I want to do is use a specular map that uses the G2F UVs on a texture using V6 UVs. I added a geometry shell that's set to the G2F UVs and applied the specular maps to the appropriate channels. However, because there are no blending options, the Diffuse color always comes through and destroys the effect. I then put the specular map in the geometry shell's Cutout Opacity, but that gives very unusual results as well (possibly because the spec map is not absolutely black and white).

I know the geometry shell is working because I was able to put a spotted opacity map in the Cutout Opacity, change the Diffuse color to red, and create large red spots on the figure. However, getting specularity or anything that does not require color to be passed through is proving to be a problem. Any advice is appreciated.

 

Post edited by SnowSultan on

Comments

  • What are you wanting the map to do? Control glossiness (how spread the highlights are) or strength (how opaque)?

  • j cadej cade Posts: 2,310

    Make it invisible using refraction strength rather than cutout. given how close the shell is to the original mesh, the tiny bit of refraction doesn't really make a noticable difference.

     

    all the spec here is coming from the geometry shell.

    refgeoshell.png
    400 x 520 - 279K
  • SnowSultanSnowSultan Posts: 3,798

    Richard:  Well I've found that using a specular map in Glossy Reflectivity and an inverted copy in Glossy Roughness is doing a good job, so I'm not sure if I could choose one or the other. The areas that are to have specularity is probably key, I'm using maps with details so I don't get the plastic default specular look.

    J Cade: Could you tell me what to set the Refractivity to in order to get that sort of effect? I'll give it a try, thanks.  :)

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