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There is a page named "Specular" on this wiki. See also the other search results found.

  • ...owever, unlike Black Mesa's new lighting entities, it ''does not'' support specular reflections and dynamic shadows. This entity is used for some effects and e
    5 KB (845 words) - 04:01, 13 July 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,
    587 KB (81,109 words) - 16:34, 11 August 2024
  • ...texture artists the ability to include Phong terms which can be driven by specular masks and exponent textures. These integrate naturally with the existing li ...s as opposed to general specular highlights. Under very bright lights, the specular rim highlights are often bright enough to bloom out in a dramatic fashion a
    15 KB (2,370 words) - 08:06, 14 July 2024
  • * Powierzchnie typu subdivision, tekstury specular oraz diffuse dla wypukłości
    10 KB (1,386 words) - 03:39, 22 August 2024
  • ...lar map on models with $envmaptint values. Use with mat_fullbright to view specular on brushes.
    14 KB (2,058 words) - 06:31, 5 September 2024
  • ...nt|translucent]] (particles are dreadful), uses [[normal mapping]], uses [[specular reflection]]s, and/or is refractive. [[Dynamic light]]s and effects like [[
    8 KB (1,302 words) - 14:04, 10 August 2024
  • ...fer from just baking it into the base texture (and possibly also the phong/specular mask)?}} * [[$envmapmask]] (specular mask)
    3 KB (421 words) - 00:19, 25 January 2024
  • ...eleasing your finished product, once with HDR enabled and once without, or specular reflections will not work properly. {{todo|State or link to how you would d
    6 KB (976 words) - 07:07, 14 September 2024
  • {{MatParam|$envmap|cubemap|Specular reflections.}}
    6 KB (764 words) - 15:34, 21 August 2024
  • {{MatParam|$envmap|texture|[[$envmap|Specular reflections]].}}
    6 KB (747 words) - 04:17, 11 September 2024
  • * {{Ent|$envmapmask}} (specular mask)
    3 KB (410 words) - 16:15, 8 August 2024
  • {{For|the set of material parameters used to mask specular reflections via textures|[[$envmapmask]]}} [[File:Specular.jpg|thumb|Specular reflections at full intensity.]]
    15 KB (2,280 words) - 07:57, 26 September 2024
  • ...teamappid 215 games, which may actually be bad (for example HDR on certain specular shaders is bad) This only makes sense if the codebase updates routinely, be
    209 KB (34,960 words) - 03:00, 7 January 2024
  • ...faces are perfectly diffuse reflectors (Lambertian). This means stuff like specular reflection, glossy reflection, transmission etc.. doesn't have to be dealt
    2 KB (390 words) - 00:13, 7 January 2024
  • * PBR based specular shader on surfaces (similar to [[$specmap_texture|specular]] from {{bms|4}})
    2 KB (294 words) - 08:55, 12 July 2024
  • [[File:Env_cubemap.png|left]][[File:Specular.jpg|thumb|right|Specular reflections.]]
    6 KB (1,006 words) - 03:30, 22 August 2024
  • ...ng <code>sample_material.vmt</code> specifying parameters for a bumpmapped specular material:
    6 KB (908 words) - 10:55, 8 January 2024
  • .... It provides {{w|diffuse reflection|icon=hide}}s at low intensity and {{w|specular highlight|icon=hide}}s at apex intensity, masked by a texture which control
    11 KB (1,535 words) - 22:56, 14 September 2024
  • {{this is a|Shader parameter|name=$envmapmask}} It defines a '''specular mask''' which affects how strongly each pixel of a material reflects light {{note|While specular masks are traditionally greyscale, they can be colored. In such an instance
    7 KB (1,019 words) - 16:29, 8 August 2024
  • ...combat [[Material optimization#Overdraw|overdraw]]. Does not affect the [[specular]] map, making it useful for distorted reflections on flat surfaces. ...o bump maps. The alpha channel of <code>$bumpmask</code> is also used as a specular mask.
    6 KB (877 words) - 15:28, 1 September 2024

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