Using colors to map all kinds of material properties
Since Real 3D doesn't have a builtin method to do specular mapping, someone just had
to come up with a method of doing this. I don't remember who it was, but thanks a lot
anyway. Unlike Lightwave, Real 3D allows you to not only to change the brightness of
the highlights with texturemapping, but also the size of the spots if wished. There is no
need to generate a secondary map for this, as it is possible to rescale values with some
simple formulae. The idea is to map onto something that can be defined normally, like
brilliance, use formulae or rpl scope handler to remap this onto another property, like
specular brightness. If you want to use an existing colormap to define specular
brightness as well, switch on brilliance map in addition to colormap, and add the
following to the scope formula handler: 'sb=br,br=0'.
Normally it is advised to do less specular brightness, so add a factor by writing
sb=br*0.2, br=0. Below is a couple of examples.
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| Fig. 1. Color map only
| Fig. 2. Color map, specularity = brilliance*0.5, Specularity brightness = 52
| Fig. 3. Color map, specularity brightness = brilliance*0.8, specularity = 16
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| Fig. 4. Same as fig. 3 but I here use the redefine reflected attributes set
to full white
| Fig. 5. Normal specularity and specularity brightness applied to the ground.
'Panel' texture applied as shadow and bumpmap.
| Fig. 6. Same as fig. 5 but with specular brightness from texture map, and
then add in some noise. Don't worry, we'll get to noise.
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As you can see from these pictures this method of making an object shine is quite
useful and powerful. I will recommend to make separate textures which is going to
be used as specularity maps because you can add inn some noise (speckle) to give
he impression of a wethered material. Also the rendering will be faster if the
map doesn't need any additional scaling with the formulae. Remember that if you
have additional materials (color, bump etc.) assigned to the object, you will need
to change the 'redefine reflected' setting in the extras part of the material for
each material to the same. The reason is that this information is always
mixed. So setting white in one and nothing in the other (if using two materials)
would result in a 'redefine reflected' which is grey.