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

  • SpecularColor(color255) : "Specular Color" : "255 255 255" : "Color of the light that reflects off of certain s
    367 KB (50,074 words) - 08:49, 21 January 2024
  • [[File:Env_cubemap.png|left]][[File:Specular.jpg|thumb|350px|right|Reflexiones especulares.]] # Espera a que se construyan los cubemaps, y despues re-habilita el "specular mapping" con "mat_specular 1" y recarga todos los materiales con "mat_reloa
    15 KB (2,386 words) - 08:43, 8 January 2024
  • ...ion with the [[Base Tint|Base Tint mask]], which returns the color through specular highlights. This mask is used in combination with other masks that help the
    646 bytes (102 words) - 07:21, 24 June 2020
  • The base tint mask determines how much color the specular highlights get from the color texture. It is useful for colored metals (suc
    269 bytes (44 words) - 18:24, 29 February 2020
  • * '''$speculartexture''' - Enables use of colored F0 (specular map), overrides metalness from MRAO texture. === Model material example with specular map ===
    10 KB (1,440 words) - 08:02, 22 May 2024
  • : Specular reflection mask. {{MatParam|$envmaplightscale|float|How much the surface's lightmap tints the specular reflection. A value between 0 (off) and 1 (no reflection with completely bl
    4 KB (514 words) - 17:56, 24 April 2021
  • ...=Half-Life: Alyx}} It is a cubemap environment probe for sampling indirect specular reflection. The reflections are projected to an infinite distance.
    1 KB (184 words) - 19:30, 17 May 2024
  • ...ections are projected in a rectangular volume for materials with the <code>Specular Cubemap Projection</code> option enabled.
    2 KB (221 words) - 19:30, 17 May 2024
  • ...ike with the metal-rough workflow, an albedo map with both the diffuse and specular color is used. ! Specular-gloss
    18 KB (2,560 words) - 02:20, 6 January 2024
  • ** Direct lighting has specular (shiny) component ** Direct lighting has no specular component
    14 KB (2,209 words) - 22:44, 3 June 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>$bumpmask</code> is also used as a specular mask.
    6 KB (815 words) - 05:10, 27 February 2024
  • ...ed from several 1d textures to control the Fresnel term of blinn-[[phong]] specular and [[$rimlight]]. # Channel G: After sampling, remap VdotN to obtain the final blinn-phong specular Fresnel mask
    1 KB (154 words) - 14:29, 9 January 2024
  • Tell shader a float value as V coord of specular or fresnel warp texuture .
    151 bytes (23 words) - 08:40, 21 January 2024
  • : Brush shaders can now emulate anisotropic specular reflections using new parameters.
    6 KB (904 words) - 03:28, 24 June 2024
  • {{MatParam|$envmap||Specular reflections.}} {{MatParam|$blendmap|to=$blendmap2|texture|Blend map to use for specular and parallaxing (if $parallax is 1). Can also take a height map.}}
    2 KB (244 words) - 23:35, 23 January 2024
  • ;{{MatParam|[[$envmap]]||Specular reflections.}} === Specular/Gloss Parameters ===
    3 KB (379 words) - 13:41, 8 January 2024
  • {{KV|Specular Color|intn=specularcolor|color255|Color of the light that reflects off of c
    4 KB (698 words) - 15:37, 22 May 2024
  • ...ader)|VR Simple]]''' - A simple diffuse-only shader with no normal maps or specular lighting.
    11 KB (1,340 words) - 15:36, 23 June 2024
  • [[File:Specular.jpg|thumb|right|300px|An example of specular reflections on some models (exaggerated through {{cmd|r_showenvcubemap}}).]
    13 KB (1,966 words) - 03:38, 7 May 2024
  • ...ey lights in your scene - sunlight, major light sources etc. that you want specular from, switchable / flickering lights etc.
    21 KB (941 words) - 22:44, 3 June 2024

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