Specular map with blinn shader


#1

Hello,

I have a question about applying specular map in Maya.
I modeled a rusted metal plate, and I am trying to use spec map to it.
I know I need to use blinn shader to apply it.
Do I apply it to specular color? The spec map should be gray color map, correct?
I am using mental ray with physical sun & sky, and even though I applied the map to specular color, I don’t see any changes…

Please give me some advice.

Thank you.


#2

You dont need to use a blinn shader to apply it.

I only use mia_material_x_passes
(for material quality)

others are very useful too.

Spec map DOES NOT need to be black and white. it can have color too, a good example would be the sun at golden hour is more yellow etc.

are you rendering it? or checking through the viewport?

rotate the light, you should see some kind of diference.


#3

Its a still image with wide angle shot.
Maybe thats why I cant really see the differences?
I will try to use mia mayerial x to see the differences.
If the map can have color, should I make the color close to original diffuse color?

Thank you


#4

no, specularity is just a reflectivity where the source is the actual light, and not the environment. so the sun is really bright (white) that is why the majority of times you see white maps, but what if you have a fake light source (bulb) florescent light the specular should be of the lights color.

hope this helped :slight_smile:


#5

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