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  • *[[Specular]]
    0 members (0 subcategories, 0 files) - 05:48, 27 March 2024
  • * '''Advanced Material Rendering'''. Apply diffuse, specular, detail, emissive, iridescent and other special effects.
    18 KB (2,460 words) - 11:36, 1 October 2012
  • ...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>"$basealphaenvmapma
    9 KB (1,518 words) - 08:24, 19 January 2024
  • ...of a material separately. (Red, Green, Blue, Alpha, it's normal/bump, and specular map)
    63 KB (10,565 words) - 00:08, 7 January 2024
  • * Subdivision surfaces, diffuse & specular bump maps
    21 KB (3,001 words) - 01:35, 16 June 2024
  • ** By extension, low-res (ex: 128x128) normal maps that have a specular mask on the alpha channel will likely look fine when encoded as BGRA4444, a ..., as it would be benefitial for greyscale textures such as [[Specular mask|specular masks]] for non-bumpmapped materials (like lightmapped props). An ATI1N tex
    19 KB (3,167 words) - 22:25, 30 January 2024
  • * Replace [[$envmap|specular materials]] with [[patch]]ed versions that link to the nearest [[env_cubema
    12 KB (1,709 words) - 15:01, 20 May 2024
  • ...if you just want the lightmaps getting rendered and not the diffuse/normal/specular etc... Not sure how it would come out looking though. --[[User:ReNo|ReNo]]
    5 KB (848 words) - 17:48, 1 May 2010
  • :* 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 yo
    21 KB (3,329 words) - 06:26, 8 January 2024
  • ...aders and so on and it should have no texture limits (i.e. normal maps and specular)
    429 bytes (76 words) - 09:56, 14 May 2006
  • ...$envmapmask|specular mask]]s, which determine the intensity of a [[$envmap|specular]] reflection.
    1 KB (184 words) - 13:15, 18 May 2024
  • In HL2, they didn't use phong (ie- no specular highlights), but instead used diffuse lighting combined with cubemaps, thus In HL2:EP1, they used traditional phong-based specular highlights, interpolated (or are they sometimes calculated in the pixel sha
    15 KB (2,436 words) - 12:33, 6 April 2023
  • * Cube-mapped specular effects * Improved-quality specular effects
    21 KB (2,966 words) - 06:04, 16 June 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 the
    6 KB (1,037 words) - 16:24, 17 May 2024
  • ...f the puzzle missing]. You can't embed a mask into a normal map (for phong/specular) if means erasing the RBG data! Has anyone worked this one out? --[[user:To
    10 KB (1,731 words) - 20:46, 6 August 2012
  • :Make sure you disabled specular mapping before building cubemaps, i heard it causes problems like this. [[U ::I said I followed the instructions for TF2 in the article, i.e. the specular mapping ''was'' disabled. &mdash;[[User:Yar Kramer|Yar Kramer]] 03:20, 12 J
    12 KB (2,008 words) - 01:43, 9 May 2017
  • ...s reflections are not affected by lighting and appear to glow in the dark, specular reflections using cubemaps can be used.
    17 KB (2,476 words) - 19:50, 20 May 2024
  • [[File:Specular.jpg|thumb|Specular reflections at full intensity.]] It most commonly used to approximate the [[wikipedia:specular reflection|specular reflections]] seen on smooth surfaces, such as metals and plastics. This is
    15 KB (2,244 words) - 04:59, 7 June 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 (223 words) - 10:58, 12 January 2024
  • : Like mipblend, but for [[$envmapmask|specular masks]].{{why}}
    19 KB (2,899 words) - 08:04, 27 May 2024

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