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There is a page named "Specular" on this wiki. See also the other search results found.
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- 21 bytes (2 words) - 12:33, 16 September 2008
- 25 bytes (2 words) - 07:02, 10 July 2008
- 21 bytes (2 words) - 10:55, 12 July 2008
- 30 bytes (3 words) - 09:53, 14 January 2024
Page text matches
- [[File:Specular.jpg|thumb|right|300px|An example of specular reflections on some models (exaggerated through {{cmd|r_showenvcubemap}}).]15 KB (2,296 words) - 12:15, 5 September 2024
- * '''Advanced Material Rendering'''. Apply diffuse, specular, detail, emissive, iridescent and other special effects.19 KB (2,629 words) - 00:18, 27 July 2024
- ...cubemap"</code>, which refers to cubemap entities placed in the level; the specular reflections of this character will always reflect the world around it - ass ...ation, as defined in this case by the alpha channel of the normal map, the specular mask can be here, in the alpha of the basetexture <code>"$basealphaenvmapma9 KB (1,523 words) - 08:20, 12 July 2024
- ...of a material separately. (Red, Green, Blue, Alpha, it's normal/bump, and specular map)63 KB (10,565 words) - 00:08, 7 January 2024
- * Subdivision surfaces, diffuse & specular bump maps21 KB (3,002 words) - 04:48, 16 September 2024
- * Replace [[$envmap|specular materials]] with [[patch]]ed versions that link to the nearest [[env_cubema12 KB (1,763 words) - 12:16, 16 September 2024
- : Like mipblend, but for [[$envmapmask|specular masks]].{{why}}19 KB (2,918 words) - 02:05, 27 August 2024
- :* Bump, normal-mapped, or specular (reflective) materials. * Turns off and on specular rendering (reflections), so you can see what kind of impact they have on yo21 KB (3,356 words) - 05:39, 3 July 2024
- ...$envmapmask|specular mask]]s, which determine the intensity of a [[$envmap|specular]] reflection.1 KB (184 words) - 13:15, 18 May 2024
- Controls color tinting of the specular highlites. The tint color is based on the underlying diffuse color texture.5 KB (745 words) - 16:06, 23 July 2024
- *'''Metalness (Image Input)''' - Controls color tinting of the specular highlites. The tint color is based on the underlying diffuse color texture.5 KB (776 words) - 06:32, 21 July 2024
- *Normal, bump, and specular maps built into textures giving flat surfaces a new, more dynamic look.14 KB (2,068 words) - 09:34, 23 September 2024
- * Cube-mapped specular effects * Improved-quality specular effects23 KB (3,326 words) - 20:40, 23 September 2024
- ...blue light. Without two <code>env_cubemap</code> entities, reflections and specular highlights will seem incorrect on entities and world geometry in one of the7 KB (1,071 words) - 18:25, 22 September 2024
- ...s reflections are not affected by lighting and appear to glow in the dark, specular reflections using cubemaps can be used.17 KB (2,536 words) - 06:24, 18 September 2024
- {{KV|Specular Color|intn=specularcolor|color255|Color of the light that reflects off of c4 KB (695 words) - 14:27, 24 September 2024
- {{For|the set of material parameters used to mask specular reflections via textures|[[$envmapmask]]}} [[File:Specular.jpg|thumb|Specular reflections at full intensity.]]15 KB (2,295 words) - 03:22, 12 July 2024
- ...nced by other "treatment" textures like [[bump map]]s or [[Phong materials|specular mask]]s. ...] or surface highlights, it what nowdays called [[Diffuse]] on a Diffuse/[[Specular]] workflow.}}2 KB (225 words) - 04:28, 12 July 2024
- ...n order to generate the SSbump correctly. This can be caused by leftover [[Specular]] maps in the Alpha channel most likely used in the generation of [[$envmap8 KB (1,282 words) - 06:56, 26 September 2024
- ; Fresnel for [[$envmap|specular reflections]] and [[$selfillum|self-illumination]] on models10 KB (1,466 words) - 07:17, 22 September 2024