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Can't use a Colored specular map
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Description

Colored specular maps work almost same as greyscale specular map but colored specular map colorize the specular highlights (RGB), useful for surfaces that have more complex reflective properties like metals, beetle shells, etc.

for example UDK or cryengine supports the colored spec map

http://cobyfoden.weebly.com/uploads/2/6/8/1/2681906/specular-color_1.jpg

http://www.redprodukt.com/post/spec_colour.jpg

so i suggest to add a new PixelShaderID/VertexShaderID class which will support the colored specular map and then the gloss map should be on alpha channel or independent like the ambient occlusion map (AS)

Please BIS , consider to add this

thx {F22780} {F22781}

Details

Legacy ID
4027262723
Severity
None
Resolution
Open
Reproducibility
Always
Category
Engine
Steps To Reproduce

N/A

Additional Information

This feature will add a realistic and nice colours to the models

Event Timeline

RobertHammer edited Additional Information. (Show Details)
RobertHammer set Category to Engine.
RobertHammer set Reproducibility to Always.
RobertHammer set Severity to None.
RobertHammer set Resolution to Open.
RobertHammer set Legacy ID to 4027262723.May 7 2016, 5:26 PM
Kiory added a subscriber: Kiory.May 7 2016, 5:26 PM

This is something that would ramp up the quality of art assets, Robert has already explained how, and I wholeheartedly agree, this is something us artists need.

Please BI, consider implementing some sort of colour map for the specular colour channel or something similar, it would be great to see conductors react appropriately with light.

Kiory added a comment.Nov 4 2017, 8:59 AM

I've noticed that Bohemia added this project to Arma 3 back in 2016, can we get any news on this, or is it something you won't get around to?