Specularity Map

I’ve seen this question asked in many posts on this forum, but none are ever answered.

I’ve got a few textures from Arroway Textures that come with specularity maps. In Vray, there are places to insert maps for diffuse, transparency, bump, displacement, reflectivity, and refraction, but nothing for specularity.

Where in Vray do I insert the specularity map?

Re: Specularity Map

and what is an specular map also please ;D

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I would put that in a second reflection layer…

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That was my first impression, too. But what if the texture only has a specularity map, but no reflectivity map?

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I second that question.
In the previous VfS version specular map assigned under reflection> frensel’s white color “m” > selecting bitmap type> and choosing your Spec. map.

But with the new version I’m not sure it’s still the place for it…

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Same thing - use the TexFresnel map - but now it’s named perpendicular and parallel. Old VfSU’d white color slot is the perpendicular one.

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In the previous VfS version specular map assigned under reflection> frensel’s white color “m” > selecting bitmap type> and choosing your Spec. map.

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When you say “fresnel’s white color,” do you mean we have to change the fresnel color to white? Because by default, the fresnel color is gray.

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No - the white is just the amount of reflection. And if you use a map then the colour won’t matter.

And to me the defaults are white Perpendicular and black Parallel.

Re: Specularity Map

Gotcha.

Thanks for clearing that up for me, ThomThom. :slight_smile:

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And to me the defaults are white Perpendicular and black Parallel.
We change the names because now is easier to understand the concept. I made this small explanation about the fresnel effect.

Best

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Awesome explanation, Fernando!

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Very good explanation!
I have a question, the specular map should go to both slots (perpendicular and parallel) ?
If you want some reflection while looking at it parallel, then yes. It all depends on the properties of the material. As Fernando mentioned, if you don’t want any reflecction parallel, then leave it black.

Re: Specularity Map

I have a question, the specular map should go to both slots (perpendicular and parallel) ?
Is not necessary to use the specular map on the parallel slot. The reason is because the parallel slot already have a black color (matte).

Best

Re: Specularity Map

Very good explanation!
I have a question, the specular map should go to both slots (perpendicular and parallel) ?
If you want some reflection while looking at it parallel, then yes. It all depends on the properties of the material. As Fernando mentioned, if you don’t want any reflecction parallel, then leave it black.

Re: Specularity Map

very nice explantion. how about falloff map do you have the same illustration?

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That will be great! I don’t know what it does at all. ???

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Fresnel is just a type of falloff. Check spot3d, there might be some more info there.

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I did, but didn’t find info about the falloff map.

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Also, I have some textures that have both a specularity map and a reflectivity map. If a single texture has both of these maps, in which slots do we put each of them?

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Clap clap clap.. very good explanation fernando. thanks!! :smile: