|04 April 2013||#1|
Javier Diaz de Leon
How to apply a specular map using Nodes with Cycles?
Please see the Nodes setup below. As you can see by looking at the render, the Glossy Node is affecting the whole tree, as oppose to using the specular map and affect only what's found in the specular map.
The node setup below is the same except it has a Mapping node just before the Image Texture nodes.
Btw, the above material is one of two materials in a multi material.
This is what my spec map looks like (above).
This is what my texture map looks like (above).
Those red spots under the leafes are the areas I want to add the spec on. The spec map is not for the 3d apples (red spheres). They have their own separate material.
Btw, I am following a tutorial from Andrew Price, The Secrets of Realistic Texturing. The thing with his example, is he's using a diff type of unwrapping: Project from view (Bounds).
It seems that's the only main difference.
Thanks in advance guys,
|04 April 2013||#2|
Doesn't Have a Titleportfolio
Join Date: Sep 2010
One very important difference: you are mixing with white, he mixes the map with black. The purpose of this is to dim the map and make the object a little less shiny. You can skip it entirely if you want. (also, depending on the surface you might get better results by sticking your spec map on the glossy node color input and using a fresnel node on mix amount)
|04 April 2013||#5|
Join Date: Sep 2003
Thread automatically closed
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
|Thread Closed share thread|