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- ...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 d6 KB (971 words) - 08:46, 5 February 2023
- **Specular effects1 KB (188 words) - 08:01, 17 February 2024
- {{MatParam|$envmap|cubemap|Specular reflections.}}5 KB (750 words) - 18:54, 26 May 2024
- {{MatParam|$envmap|texture|[[$envmap|Specular reflections]].}}6 KB (757 words) - 17:35, 17 May 2024
- * {{Ent|$envmapmask}} (specular mask)2 KB (324 words) - 14:24, 3 May 2024
- {{For|the set of material parameters used to mask specular reflections via textures|[[$envmapmask]]}} {{This is a|shader parameter|nam245 bytes (32 words) - 04:58, 7 June 2024
- ...teamappid 215 games, which may actually be bad (for example HDR on certain specular shaders is bad) This only makes sense if the codebase updates routinely, be209 KB (34,960 words) - 03:00, 7 January 2024
- ...faces are perfectly diffuse reflectors (Lambertian). This means stuff like specular reflection, glossy reflection, transmission etc.. doesn't have to be dealt2 KB (390 words) - 00:13, 7 January 2024
- * PBR based specular shader on surfaces (similar to [[$specmap_texture|specular]] from {{bms|4}})2 KB (292 words) - 09:30, 23 April 2024
- [[File:Env_cubemap.png|left]][[File:Specular.jpg|thumb|right|Specular reflections.]]6 KB (989 words) - 08:43, 8 January 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 control11 KB (1,516 words) - 22:17, 29 April 2024
- {{this is a|Shader parameter|name=$envmapmask}} It defines a '''specular mask''' which affects how strongly each pixel of a material reflects light {{note|While specular masks are traditionally greyscale, they can be colored. In such an instance7 KB (1,002 words) - 09:19, 25 May 2024
- ...combat [[Material optimization#Overdraw|overdraw]]. Does not affect the [[specular]] map, making it useful for distorted reflections on flat surfaces. ...o bump maps. The alpha channel of <code>$bumpmask</code> is also used as a specular mask.6 KB (869 words) - 15:57, 21 May 2024
- ...ing mode, drop shadows, and support for layer-specific detail textures and specular masks. Document these.}} ...pmask#CS:GO_WorldVertexTransition_Parameters|each layer can have their own specular mask.]] {{todo|Might disable <code>$blendmodulatetexture</code> if both are6 KB (799 words) - 17:35, 17 May 2024
- Materials apply the pixel data of each VTF (base map, normal map, specular mask) to same UV area of the model. Therefor the model's material can easil2 KB (335 words) - 09:07, 2 February 2024
- *Models with [[$bumpmap|normal mapping]] and [[Cubemaps|specular highlights]] to bring them to life920 bytes (123 words) - 10:31, 5 January 2024
- ...[[Material optimization#Overdraw|recouvrement]]. N'affecte pas la carte [[specular|spéculaire]].3 KB (451 words) - 14:12, 11 January 2024
- *Normal, bump, and specular maps built into textures giving flat surfaces a new, more dynamic look.9 KB (1,422 words) - 23:04, 13 June 2024
- : Need to be placed around the level for proper rendering of reflection/specular materials. See [[Cubemaps]] for further details on how to use env_cubemap.8 KB (1,297 words) - 17:44, 16 November 2022