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General => Terragen Discussion => Topic started by: gregsandor on April 04, 2008, 05:17:23 PM

Title: Specular channel mask
Post by: gregsandor on April 04, 2008, 05:17:23 PM
How do I mask the specularity in models?  Diffuse and displacement have input slots for masks, but not spec as far as I've seen.
Title: Re: Specular channel mask
Post by: Matt on April 04, 2008, 10:02:56 PM
You know, I'd forgotten that this wasn't implemented. It wasn't quite as straightforward to do this as the others when I wrote the Default Shader, and I must have forgotten to finish it up.

There a few ways you could work around this, but I can't think of anything that's really ideal. A safe bet is to mix between two copies of the Default Shader - one with specularity and one without. You would mix between them with the Merge Shader. Other options are probably more complicated, especially if you're using opacity maps.

Matt
Title: Re: Specular channel mask
Post by: gregsandor on April 04, 2008, 10:16:27 PM
Thanks, Matt.  Ill give it a shot and post the result.
Title: Re: Specular channel mask
Post by: JimB on April 15, 2008, 04:54:33 AM
ignore my last post  ;)
Title: Re: Specular channel mask
Post by: gregsandor on April 15, 2008, 06:41:13 AM
What last post?  Have you figured out how to add a spec mask to model shaders?
Title: Re: Specular channel mask
Post by: JimB on April 16, 2008, 03:24:36 AM
No, sorry.
Title: Re: Specular channel mask
Post by: gregsandor on June 19, 2008, 07:19:41 AM
Has anyone worked out a way to mask specularity on models?
Title: Re: Specular channel mask
Post by: gregsandor on June 20, 2008, 02:28:35 PM
Come on shader geniuses:  does anyone have a soolution for the missing ability to mask specularity?

Or how about a mask for reflection:  I'll turn off spec and use that if it will work, I just don't want an evenly highlighted model.  Any method that works will be acceptable.
Title: Re: Specular channel mask
Post by: j meyer on June 20, 2008, 05:00:09 PM
Hi there,
maybe you could try to connect your specularity source,a default shader
or the reflective shader i assume,to a surface layers child layer port and
control it via coverage and break up.
Title: Re: Specular channel mask
Post by: Oshyan on June 24, 2008, 01:34:18 AM
Quote from: j meyer on June 20, 2008, 05:00:09 PM
Hi there,
maybe you could try to connect your specularity source,a default shader
or the reflective shader i assume,to a surface layers child layer port and
control it via coverage and break up.
Yes, this would be the way to go for now.

- Oshyan
Title: Re: Specular channel mask
Post by: gregsandor on June 24, 2008, 01:55:54 AM
I managed it with Matt's suggested merge shader; it works.  I've used the blend version, but I'd like to see which renders better and faster.  Any ideas about the relative quality and speed of these methods?
Title: Re: Specular channel mask
Post by: Oshyan on June 24, 2008, 02:01:40 AM
I'm afraid I don't know what would yield better quality or speed, but in my experience the Merge shader is a bit trickier to fine-tune than a simple Surface Layer or other Distribution Shader.

- Oshyan
Title: Re: Specular channel mask
Post by: gregsandor on June 24, 2008, 02:05:37 AM
Quote from: Oshyan on June 24, 2008, 02:01:40 AM
I'm afraid I don't know what would yield better quality or speed, but in my experience the Merge shader is a bit trickier to fine-tune than a simple Surface Layer or other Distribution Shader.

- Oshyan
Yeah, it took a lot of trial-and-error before I got it right, but the result is fairly simple and looks nice.