I’ve got a spaceship. I wanted to make a starfield (procedural noise) and use some kind of physical based lighting if possible that would light my spaceship well so that the specularity map (beat up gunmetal) and normal map will show up well as if its getting lit. Any ideas on the best way to approach a deep-space lighting style?
Edit: I’d like some global lighting, but everytime I use any methods of global lighting I’m aware of, I lose my specularity and my bump mapping…I think I need to combine direct and global somehow but I’m not sure what the best way to pull that off is. I’d also like to utilize photographic exposure control