Hello Andrey,
In 2.49 I was able to tweak "Specular color" RGB value which influenced on surfaces' highlights colorization independently from difuse and/or reflection (raymir) maps. That was very cool to me. The egzample is "the bronze like material" in this thread: viewtopic.php?f=12&t=102&start=10
In 2.5 I can set RGB for all "Reflections" not Specular. Further on, in textures I can activate "Refl" which influences both, the reflection strength and colour at the same time. I don't know how to achieve the separation of these effects; I mean: I'd like to use one texture for controlling Refl. strength, second one for highlight color and the third one for reflection color.
Could You clear these out to me, as I don't know if these features are just relocated and renamed or V2B2.5 has different approach.
Thanks!
In 2.49 I was able to tweak "Specular color" RGB value which influenced on surfaces' highlights colorization independently from difuse and/or reflection (raymir) maps. That was very cool to me. The egzample is "the bronze like material" in this thread: viewtopic.php?f=12&t=102&start=10
In 2.5 I can set RGB for all "Reflections" not Specular. Further on, in textures I can activate "Refl" which influences both, the reflection strength and colour at the same time. I don't know how to achieve the separation of these effects; I mean: I'd like to use one texture for controlling Refl. strength, second one for highlight color and the third one for reflection color.
Could You clear these out to me, as I don't know if these features are just relocated and renamed or V2B2.5 has different approach.
Thanks!
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