Many modders use the green color for the shine... but why?
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Hi everyone,
I have a question that has been bothering me for a while.
I see a lot of modders using the green color in the specular file to make a glossy rendering (Example for latex clothes).
However, if I'm not mistaken the color of gloss in the specular file is white. So why green and not white ?
Thanks
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@Sun2k Spec maps have 3 color channels (red=specular intensity, green=glossiness, blue=ambient occlusion/bumpiness) and 1 alpha channel (subsurface scattering i think). The color of the spec map is going to depend on how you set the individual channels. For example, setting the Red channel to black or dark grey, Blue channel to black or dark grey and the Green channel to white or light grey will give you a green spec map. The 3 color channels can only use black>grey>white. The darker the individual channels, the less effects (shininess, bumpiness) you will see and vice versa.
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@death7991 said in Many modders use the green color for the shine... but why?:
@Sun2k Spec maps have 3 color channels (red=specular intensity, green=glossiness, blue=ambient occlusion/bumpiness) and 1 alpha channel (subsurface scattering i think). The color of the spec map is going to depend on how you set the individual channels. For example, setting the Red channel to black or dark grey, Blue channel to black or dark grey and the Green channel to white or light grey will give you a green spec map. The 3 color channels can only use black>grey>white. The darker the individual channels, the less effects (shininess, bumpiness) you will see and vice versa.
Thank you very much for this explanation, I did not understand everything because I am a beginner..
To have a shine like latex, is it better to use the color green (as some modders do) or to use the color white?
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@Sun2k Green is probably better for latex. A purple spec map would be better for skin and darker blue for non shiny clothes
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@death7991 Blue is used to set detail maps and in MP player case if skin texture is enabled on part of the texture, also if you use skin detail map then it enables subsurface scattering, alpha controls the detail intensity (if detail tilling is enabled in the material) and can affect SSS as well
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@HeySlickThatsMe Thanks for the clarification
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Thanks to you, I can see better.
If I understood correctly, the green doesn't let in too much light or not enough.