LC #42 Pipers Alley

View Full Version : specular map with mia_material_x

05-25-2010, 01:56 PM
hey guys
can anyone tell me how to use a specular map in maya 2011, using the mia_material_x shader?

Ive created a black and white spec map and tried to apply it to various channels and I get no result, there is no specified specular channel with this shader so the next best place for me to put it would be in the reflection or glossiness channel....but still no result

any help or suggestions

05-26-2010, 05:12 AM
The mia_materials are physically accurate shaders, using conservation of energy. There are no "specular maps" in accurate materials.

Specular shaders such as Blinn, Phong, etc. use specularity features to "fake" light reflections. Mia_materials don't fake anything unless you tell them to. You don't need a specular map, is what I'm getting at. Or shouldn't. Post an example render of your shader?

05-26-2010, 06:47 AM
Check "alfa is luminace" in color balance section of image file node.

05-26-2010, 10:50 AM
I will try get a render to you guys, thanks for you reply.

but i think you have solved the problem :)

05-26-2010, 06:33 PM
If you wanna simulate a more specular only shader then check on " Highlights Only" and plug your specular map into the reflection color of the mia.

05-27-2010, 07:50 AM
and set max distance to 0.001 and end color to black.
then you will likely have a blinn shader ;-)

07-10-2010, 10:10 PM
I notice materials from time to time that do seem to have a specular but not much else: White plastic bottles, these bowling balls :



It seems like their reflectivity is low but a really strong light source like the sun or nearby light bulb is reflected anyway.

Is it possible to simulate these with a HDR? In the past when I've tried I had to lower the intensity of the HDR so the background disappears but then I lose the intensity of the lights as well. Maybe it depends on the quality of the HDR?

Is it possible to pipe a HDR into an IBL setup that generates the reflections of lights only ?

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