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

  • ...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 (971 words) - 08:46, 5 February 2023
  • **Specular effects
    1 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|[[$envmapmask]]}} {{This is a|shader parameter|nam
    245 bytes (32 words) - 04:58, 7 June 2024
  • ...teamappid 215 games, which may actually be bad (for example HDR on certain specular shaders is bad) This only makes sense if the codebase updates routinely, be
    209 KB (34,960 words) - 03:00, 7 January 2024
  • ...faces are perfectly diffuse reflectors (Lambertian). This means stuff like specular reflection, glossy reflection, transmission etc.. doesn't have to be dealt
    2 KB (390 words) - 00:13, 7 January 2024
  • * PBR based specular shader on surfaces (similar to [[$specmap_texture|specular]] from {{bms|4}})
    2 KB (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 control
    11 KB (1,516 words) - 22:17, 29 April 2024
  • {{this is a|Shader parameter|name=$envmapmask}} It defines a '''specular mask''' which affects how strongly each pixel of a material reflects light {{note|While specular masks are traditionally greyscale, they can be colored. In such an instance
    7 KB (1,002 words) - 09:19, 25 May 2024
  • ...combat [[Material optimization#Overdraw|overdraw]]. Does not affect the [[specular]] map, making it useful for distorted reflections on flat surfaces. ...o bump maps. The alpha channel of <code>$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>$blendmodulatetexture</code> if both are
    6 KB (799 words) - 17:35, 17 May 2024
  • Materials apply the pixel data of each VTF (base map, normal map, specular mask) to same UV area of the model. Therefor the model's material can easil
    2 KB (335 words) - 09:07, 2 February 2024
  • *Models with [[$bumpmap|normal mapping]] and [[Cubemaps|specular highlights]] to bring them to life
    920 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

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