Advanced Member jamie Posted December 2, 2010 Advanced Member Report Share Posted December 2, 2010 Hi, Is it possible to add a glossiness map in addition to the current specular? Usually our production shaders use a specular or reflectivity map, and also a glossiness map. One which controls the intensity of the reflection (or specular brightness) and one which controls the reflection spread (or specular tightness/glossiness). This is common to most shaders such as Blinn or mental ray's Mia_material. Thanks! Quote Link to comment Share on other sites More sharing options...
Advanced Member 3DArtist Posted December 2, 2010 Advanced Member Report Share Posted December 2, 2010 +1 +Emissive maps Quote Link to comment Share on other sites More sharing options...
Advanced Member ghib Posted December 3, 2010 Advanced Member Report Share Posted December 3, 2010 +1 +colour spec This was requested a LONG time ago. *edit* I'm actually chasing up on old requests and bugs right now and found this from June 2009 Specular request Quote Link to comment Share on other sites More sharing options...
Member pthomas1172 Posted December 8, 2010 Member Report Share Posted December 8, 2010 +1 +colour spec This was requested a LONG time ago. *edit* I'm actually chasing up on old requests and bugs right now and found this from June 2009 Specular request And can we Paint on the spec with the same ability as Color maps? It seems you can only Add/erase to a spec map? Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted December 12, 2010 Report Share Posted December 12, 2010 specular color maps may e be going a bit far but I can see how emissive maps would help a lot of people if you could see them in real time as you paint. Quote Link to comment Share on other sites More sharing options...
Advanced Member ghib Posted December 12, 2010 Advanced Member Report Share Posted December 12, 2010 Phil, Specular colour makes a substantial difference in the quality of rendering that you can acheive and having 3DC's viewport as on target as possible should be the goal. Most game artists will tell you that coloured spec is important for achieving convincing metal shaders and that Specular is additive so that using the opposite colour from the diffuse will lower the saturation of the highlight which is why most spec maps for light coloured human skin tends to be an the blue side. Have a look at this 'Why so Blue?' thread for much talk on the subject. Also have a look at this post on the Polycount boards for good explanation Mudbox already has Coloured Specular, Gloss (specular Exponent), Incandescence, Opacity, Bump, Normal & Reflection masking and you can tell the difference. The end result in the Mudbox viewport is far more convincing than 3DC. It's like night and day. 3DC is however great for rendering plastic looking objects The name 3D Coat implies that it is an application for surfacing 3d models. Why would you want to hold it back by not giving the artist as much as possible the ability to see what their final asset will [potentially] look like? So I don't think asking for specular colour is going a 'bit far' at all. I would go as far as to say that it's essential. Regards. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted December 12, 2010 Report Share Posted December 12, 2010 I'm not saying it's bad, I'm merely suggesting which tools might be best to focus on first for 3DCs core audience. Quote Link to comment Share on other sites More sharing options...
Advanced Member ghib Posted December 12, 2010 Advanced Member Report Share Posted December 12, 2010 Coming to think of it, what is 3DC's core audience? I always presumed it was game artist. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted December 12, 2010 Report Share Posted December 12, 2010 Yes I'm just guessing it's them because I know of a lot of game artists that use it. If you search on Polycount you can see it's mentioned quite a bit. Quote Link to comment Share on other sites More sharing options...
Member artruder Posted February 14, 2012 Member Report Share Posted February 14, 2012 i'm a game artist and would like to create more complex&final materials by colored specular and gloss maybe reflection map in 3d coat of course Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted February 14, 2012 Reputable Contributor Report Share Posted February 14, 2012 i'm a game artist and would like to create more complex&final materials by colored specular and gloss maybe reflection map in 3d coat of course There is supposed to be some significant UI restructuring for V4, and I plan to keep asking/reminding Andrew about these additional maps, as well as layer masks, hopefully...both for each channel/map separately and one globally on the Root/Parent layer. Basically, each current layer would instead be treated as a Layer Group...and letting the user dictate which maps (sub/child layers) are contained in any parent layer. All Andrew has to do is simply copy how it's done in Photoshop and most texture artists will get it right off the bat. Quote Link to comment Share on other sites More sharing options...
Advanced Member Roger_K Posted February 23, 2012 Advanced Member Report Share Posted February 23, 2012 coloured spec is standard these days in game art(not to mention rendering in general). its a very frustrating limitation not to be able to paint them. spec painting in general is very awkward in 3dc Quote Link to comment Share on other sites More sharing options...
Member artruder Posted February 29, 2012 Member Report Share Posted February 29, 2012 coloured spec is standard these days in game art(not to mention rendering in general). its a very frustrating limitation not to be able to paint them. spec painting in general is very awkward in 3dc +colour spec would be very very usefull Quote Link to comment Share on other sites More sharing options...
Carlosan Posted November 25, 2012 Report Share Posted November 25, 2012 There is supposed to be some significant UI restructuring for V4, and I plan to keep asking/reminding Andrew about these additional maps, as well as layer masks, hopefully...both for each channel/map separately and one globally on the Root/Parent layer. Basically, each current layer would instead be treated as a Layer Group...and letting the user dictate which maps (sub/child layers) are contained in any parent layer. All Andrew has to do is simply copy how it's done in Photoshop and most texture artists will get it right off the bat. Hi Abn Have you any news about this... or if there is a plan to add Coloured Specular, Gloss (specular Exponent) & Reflection masking ? ty Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted November 26, 2012 Reputable Contributor Report Share Posted November 26, 2012 Hi Abn Have you any news about this... or if there is a plan to add Coloured Specular, Gloss (specular Exponent) & Reflection masking ? ty There has been Spec Color and Glow Maps added several months ago, even a video on Youtube covering it. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted November 26, 2012 Report Share Posted November 26, 2012 great! ty !! just learned a little but can not found a tuto Quote Link to comment Share on other sites More sharing options...
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