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.
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…
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.
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.
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).
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.
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?