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  • 16 KB (601 words) - 22:40, 21 January 2024
  • ...height values into the RGBA components instead of a color. A [[$envmapmask|specular mask]] texture encodes the intensity of reflected light from a given pixel
    3 KB (506 words) - 22:54, 21 January 2024
  • ...kes data from the normals of the object, its geometry, its albedo, and its specular lighting to create real time accurate lighting.
    3 KB (431 words) - 15:49, 21 June 2024
  • {{KV|Specular Color|intn=specularcolor|color255|Цвет света, отражённог
    6 KB (208 words) - 03:56, 25 April 2024
  • [[File:Specular.jpg|thumb|250px|镜面反射]]
    6 KB (306 words) - 02:21, 4 June 2024
  • * Subdivision поверхности, diffuse и specular бамп карты
    18 KB (573 words) - 01:30, 4 January 2024
  • * заменяет [[$envmap|specular materials]] [[patch|пропатченными]] версиями, кото
    10 KB (725 words) - 02:19, 5 January 2024
  • ...ure is extremely useful - it will realistically modulate ambient lighting, specular effects and similar on a prop. (The standard colour map is 'albedo' only, a ...should click the 'Use Expensive Tangents' checkbox for much more accurate specular lighting on the model. 'Expensive' here refers to rendering cost, and said
    31 KB (5,069 words) - 13:35, 8 January 2024
  • ...ng model that’s used by most other renderable entities - this means that specular, normal mapping, texture animation, self-illumination and most of the other ...l overlay you should have a colour texture and a transparency texture. For specular effects, a gloss texture can also be provided - along with reflectance, met
    10 KB (1,675 words) - 13:35, 8 January 2024
  • ...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>"$basealphaenvmapma
    14 KB (886 words) - 20:15, 28 June 2022
  • ...ader)|VR Simple]]''' - A simple diffuse-only shader with no normal maps or specular lighting.
    10 KB (1,430 words) - 03:41, 23 May 2024
  • ...different parts of the material. By default the Vr Standard shader has no Specular. Turn it on with the checkbox.
    9 KB (1,507 words) - 00:31, 7 January 2024
  • ...ntry Lane, Derbyshire, UK] - includes a workaround for texturing a heavily specular, damp road, along with simple reconstruction of cars.
    26 KB (3,890 words) - 00:31, 7 January 2024
  • Ice in a frozen lake like this doesn’t need to be specular so you can easily create your own ice materials or import materials from th
    4 KB (655 words) - 07:30, 25 March 2024
  • ...ey receive. The light received by the surface is split up into diffuse and specular reflections according to the material properties. ...light is emitted by direct light sources, and is rendered on surfaces with specular materials.
    21 KB (3,375 words) - 02:18, 6 January 2024
  • *It divides the reflection from a surface into three subcomponents - specular reflection, diffuse reflection and ambient reflection. ...informal observation. Dr. Phong observed that for very shiny surfaces the specular highlight was small and that the intensity fell off rapidly, while for dull
    15 KB (2,415 words) - 06:35, 27 February 2024
  • ...lar [[$basetexture]]. The new diffuse map's alpha channel can be used as a specular mask.
    13 KB (1,856 words) - 11:47, 6 January 2024
  • {{MatParam|[[$bumpmap]]|texture|Bumpmap for the teeth. Enables phong specular, and uses the alpha channel of the bumpmap as a mask if present.|dx9=1}} {{MatParam|[[$phong|$phongexponent]]|float|Exponent for the specular. Overrides the bumpmap's alpha mask if one is present. Default <code>100</c
    2 KB (242 words) - 18:02, 5 January 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 is
    15 KB (2,242 words) - 04:58, 7 June 2024
  • : {{note|Specular reflections for this shader will be drawn even if <code>mat_specular</code>
    4 KB (499 words) - 08:34, 8 January 2024

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