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  • :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. —[[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 (2,536 words) - 06:24, 18 September 2024
  • {{KV|Specular Color|intn=specularcolor|color255|Color of the light that reflects off of c
    4 KB (695 words) - 14:27, 24 September 2024
  • {{For|the set of material parameters used to mask specular reflections via textures|[[$envmapmask]]}} [[File:Specular.jpg|thumb|Specular reflections at full intensity.]]
    15 KB (2,295 words) - 03:22, 12 July 2024
  • ...nced by other "treatment" textures like [[bump map]]s or [[Phong materials|specular mask]]s. ...] or surface highlights, it what nowdays called [[Diffuse]] on a Diffuse/[[Specular]] workflow.}}
    2 KB (225 words) - 04:28, 12 July 2024
  • I created a Specular mask for my metal door texture, which was basically black (non reflective) //Specular stuff
    1 KB (208 words) - 15:54, 15 July 2024
  • ...n order to generate the SSbump correctly. This can be caused by leftover [[Specular]] maps in the Alpha channel most likely used in the generation of [[$envmap
    8 KB (1,282 words) - 06:56, 26 September 2024
  • ; Fresnel for [[$envmap|specular reflections]] and [[$selfillum|self-illumination]] on models
    10 KB (1,466 words) - 07:17, 22 September 2024
  • ...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
  • | Create specular map || Specularmap creation in Photoshop || Specularmap creation in GIMP ||
    8 KB (1,298 words) - 09:37, 11 February 2016
  • ...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

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