I'm still writing this article, based on this forum post
Overview
Defining a gloss map: a texture that describes whether a surface area is matte or gloss. This texture is used as a mask for specular highlights.
Why might you want to use this technique?
- On materials that visibly vary in "shininess", such as reflective metal that is partially dirty.
Requirements:
- RGBA Color Map, with the alpha channel representing the gloss map
- Bright areas in the gloss map will by shiny, dark areas will be matte
The Technique
Seeing as specular lighting is already present in the shaders that are bundled with a new Horde3D installation, adding in a specular mask is exceedingly simple. In theory this is all we need:
Description of what's going on in the above code
Here is an example of Horde3D's original parallax shader, with the above modifications applied:
Full GLSL Fragment Shader |
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Example Result
Insert image here
To-Do List for this Article
- Add pictures
- Finish writing the descriptions ;) - this is a draft
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