Render to Texture - need Glossniness / Reflection Element

I am baking textures using the RTT in Max. Works fine. But I have objects that has many different materials on them. For example a chair has both cloth (which is matte) and metal (which is shiny). When exporting to the realtime engine I would need a specular map to tell which parts of the object is shiny and which are matte. But there is no VRay element in the RTT to render such a map. Any hints?

Do you need just the reflection color on the surfaces as a map? There isn’t a ready element for this right now, but it can be added.

Best regards,
Vlado

Yes, something like that! The realtime engine is ofcourse very limited compared to VRay, it handles a diffuse, normal and specular map only. So a reflection color map that makes a difference between matte and shiny.

Edit: Or probably, Reflection glossiness is better. Or both if possible…

Ok, I’ll see what can be done about that.

Best regards,
Vlado

Wonderful, is that something you can look at within a near future or…

Vlado, Any news about this? Still need reflection, glossines and refraction as maps when rendering to texture.