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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
- *[[Specular]]130 members (5 subcategories, 0 files) - 15:43, 12 July 2024
- [[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>"$basealphaenvmapma9 KB (1,523 words) - 08:20, 12 July 2024
- ...of a material separately. (Red, Green, Blue, Alpha, it's normal/bump, and specular map)63 KB (10,565 words) - 00:08, 7 January 2024
- * Subdivision surfaces, diffuse & specular bump maps21 KB (3,002 words) - 04:48, 16 September 2024
- ** By extension, low-res (ex: 128x128) normal maps that have a specular mask on the alpha channel will likely look fine when encoded as BGRA4444, a ..., as it would be benefitial for greyscale textures such as [[Specular mask|specular masks]] for non-bumpmapped materials (like lightmapped props). An ATI1N tex19 KB (3,167 words) - 22:25, 30 January 2024
- * Replace [[$envmap|specular materials]] with [[patch]]ed versions that link to the nearest [[env_cubema12 KB (1,763 words) - 12:16, 16 September 2024
- ...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 (849 words) - 13:09, 14 August 2024
- : Like mipblend, but for [[$envmapmask|specular masks]].{{why}}19 KB (2,918 words) - 02:05, 27 August 2024
- :* Bump, normal-mapped, or specular (reflective) materials. * Turns off and on specular rendering (reflections), so you can see what kind of impact they have on yo21 KB (3,356 words) - 05:39, 3 July 2024
- ...aders and so on and it should have no texture limits (i.e. normal maps and specular)429 bytes (76 words) - 09:56, 14 May 2006
- ...$envmapmask|specular mask]]s, which determine the intensity of a [[$envmap|specular]] reflection.1 KB (184 words) - 13:15, 18 May 2024
- 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
- 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 sha15 KB (2,436 words) - 12:33, 6 April 2023
- *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
- ...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:To10 KB (1,731 words) - 16:03, 15 July 2024