Just an idea, an option to have two values for glossiness, a min/max value. Then when I plug my glossiness map in, it will use the lowest and highest values of my texture and use that as the range for the two glossiness values. Think it would make tweaking glossiness more intuitive when using a texture (sure, I can use the file nodes color correction but it's hard to know what values I get in the texture).
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You can use mix maps in max for this - I assume you have something similar in maya. Something that allows you to use a bitmap mask between 2 other textures/swatches.
Every glossy map I make myself is leveled to use the full range of black to white, and that's used as a mask between 2 greyscale values.Last edited by Neilg; 22-08-2013, 08:11 AM.
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Originally posted by Ekenryd View PostJust an idea, an option to have two values for glossiness, a min/max value. Then when I plug my glossiness map in, it will use the lowest and highest values of my texture and use that as the range for the two glossiness values. Think it would make tweaking glossiness more intuitive when using a texture (sure, I can use the file nodes color correction but it's hard to know what values I get in the texture).
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