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Bryce F.A.Q (Last Updated: 2024 Nov 26 4:28 pm)

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Subject: Specularity expert required - apply within


airflamesred ( ) posted Fri, 22 January 2010 at 10:36 AM ยท edited Tue, 19 November 2024 at 6:05 AM

file_446892.jpg

This is the best result I can get though I'm not fully clear as to what is happening Specular (value) is reading the lower jpg alpha - great. This limits it to the specific areas

Where and what do specular and halo do in all this?

The 'bible' only really talks about procedurals so any explanations would be appreciated.
thanks


electroglyph ( ) posted Fri, 22 January 2010 at 11:54 AM

Specular is the ability of your material to reflect scene lights off the surface. With the color set black you're going to have no highlights on your surfaces. Thats what is causing the dark smudges under the thumblock and over the crown of the tool.


electroglyph ( ) posted Fri, 22 January 2010 at 12:11 PM

file_446895.jpg

Specular gives you highlights based on your lighting. It can also be a color. Specular halo is an alpha value or grayscale that controls the fade of the reflected lights.

Here's an image to explain it.
The first ball the colors of specular and specular halo are black. Result No reflections
The Second ball specular kicked up to white. You get a little dot where the sun is.
The third ball specular and halo set to white. You get a great big spot on half the surface.
The Forth ball A color used for specular, halo set to gray. You get a green dot with a little fade.
The fifth ball specular still green, halo driven by an image.This is great in Poser not so much in Bryce. If the halo areas don't line up with your lighting you can chop the reflection in half. That being said, with a light dome or IBL you can purposfully highlight specific parts of your object by painting specular and halo maps.


airflamesred ( ) posted Fri, 22 January 2010 at 5:44 PM

Thanks electroglyph
The procedurals I understand though the jpeg is different (or not so clear)
The dark smudges of which you talk are part of the diffusion map.

I'm trying to get 3 different specular levels on 3 different surfaces (green case= none, thumblock= some, metal=full ) and its nearly there. Those greyscales values need to be via the spec halo for this to work.
So contrary to my original post I now don't know what part specularity plays in this


TheBryster ( ) posted Sat, 23 January 2010 at 1:32 PM
Forum Moderator

Very nice explaination, Electro!

Available on Amazon for the Kindle E-Reader

All the Woes of a World by Jonathan Icknield aka The Bryster


And in my final hours - I would cling rather to the tattooed hand of kindness - than the unblemished hand of hate...


clay ( ) posted Sun, 24 January 2010 at 2:44 AM

I would suggest actually adding a bit of reflection with metallicity combined, you might get the effect you're going for. With Reflection on metal (actually other objects as well) etc, you always want to crank up the metallicity setting.

Do atleast one thing a day that scares the hell outta ya!!


airflamesred ( ) posted Sun, 24 January 2010 at 12:41 PM

Thanks clay.
I did try with the metallicity but it didn't look right. There seem to be so many variants that arise when introducing specularity, reflection and metallicity.
I shall give this project another go tomorrow.


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