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RGB Multiply as Reflection Glossiness Map
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Give it a try with adjusting the amount of grey that map is adding. I think it possible that it's making a difference, but I, for one, can find it hard to see much difference in glossiness when it gets to be <50. Especially in such small areas. For most things the meaningful range, in my experience, is more like 60-100, and often 75-100.
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If that isn't it then try a composite map instead. I use those a lot. Alternatively, since you are just multiplying into white there, why not just use that map alone and tweak it with the output curves, or drop it in a color correct? (I really wish there were better color correction shaders inside Max. I would kill for Photoshop style curves and hue/saturation controls in there.)
/b
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