bagginsbill opened this issue on Apr 23, 2008 · 2832 posts
ice-boy posted Thu, 21 May 2009 at 3:13 AM
Quote - A Specular node would not work - it only first when the surface is aimed correctly at a light. This would make your environmental specular only show up where a real light also is. That's not the right way.
What you want is to set this up just like any reflection map. Connect a Sphere_Map node to the Image. Then you have to add that into the shader somewhere. I suggest just before the gamma correcting Pow node. Insert a Color_Math:Add(white, white). Move what goes into the GC node into Value_1. Connect your Sphere_Map into Value_2. Then connect this Add node to the GC node.
If you want to be more correct, you'd run the Sphere_Map into an Edge_Blend (both inputs) and make the Inner_Color be darker than the outer color. Experiment with the falloff.
I did this in another thread long ago:
But it wasn't convincing. I know why now - I didn't have GC.
i was thinking in matching the lights with the specular from the environment image.
i was thinking in using the specular node because it doesnt react with IBL and because i would get shadows from the arms,head,.....
like how you did the material AO remember?