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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
- * '''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>"$basealphaenvmapma9 KB (1,518 words) - 08:24, 19 January 2024
- ...of a material separately. (Red, Green, Blue, Alpha, it's normal/bump, and specular map)63 KB (10,565 words) - 00:08, 7 January 2024
- * Subdivision surfaces, diffuse & specular bump maps21 KB (3,001 words) - 01:35, 16 June 2024
- * Replace [[$envmap|specular materials]] with [[patch]]ed versions that link to the nearest [[env_cubema12 KB (1,709 words) - 15:01, 20 May 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 (3,329 words) - 06:26, 8 January 2024
- ...$envmapmask|specular mask]]s, which determine the intensity of a [[$envmap|specular]] reflection.1 KB (184 words) - 13:15, 18 May 2024
- * Cube-mapped specular effects * Improved-quality specular effects21 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 the6 KB (1,037 words) - 16:24, 17 May 2024
- ...s reflections are not affected by lighting and appear to glow in the dark, specular reflections using cubemaps can be used.17 KB (2,476 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 is15 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 [[$envmapmask|specular masks]].{{why}}19 KB (2,899 words) - 08:04, 27 May 2024
- ...n order to generate the SSbump correctly. This can be caused by leftover [[Specular]] maps in the Alpha channel most likely used in the generation of [[$envmap6 KB (956 words) - 02:24, 11 May 2024
- ; Fresnel for [[$envmap|specular reflections]] and [[$selfillum|self-illumination]] on models8 KB (1,183 words) - 05:57, 4 June 2024
- ...ng: 0-off, 2-Grayscale full specular without normal maps, 3-Grayscale full specular with normal maps, 4-Grayscale with normal maps, 5-Desaturated, 6-Wireframe,753 KB (100,940 words) - 22:33, 5 June 2024
- * Powierzchnie typu subdivision, tekstury specular oraz diffuse dla wypukłości9 KB (1,333 words) - 01:16, 4 January 2024
- ...lar map on models with $envmaptint values. Use with mat_fullbright to view specular on brushes.14 KB (1,950 words) - 04:46, 28 April 2024
- ...nt|translucent]] (particles are dreadful), uses [[normal mapping]], uses [[specular reflection]]s, and/or is refractive. [[Dynamic light]]s and effects like [[8 KB (1,299 words) - 18:21, 7 January 2024
- ...fer from just baking it into the base texture (and possibly also the phong/specular mask)?}} * [[$envmapmask]] (specular mask)3 KB (421 words) - 00:19, 25 January 2024