Specularity goes where? 2005-03-08 - By Andrew Turner
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Hi Holly -
Specularity is generally how "sharp" the highlight is, so if an object has high specularity, it's got bright white highlights (if the light is white...) and if not, it's more dull like rubber... uh... like dull rubber.
The Shininess affects how large/small that highlight is, almost like how "polished" an object is. Or how schmootzy it is :)
I'm not totally sure how specularity, shininess, and reflection work together optimally, i.e. what produces a range of realistic attributes, though.
Andrew
That's highlight in Carrara. Shininess is really just On Mar 8, 2005, at 1:52 PM, hdaggers2000 wrote:
> > > Commercial textures that contain a color, bump, and specularity file: > > Color=Color > Bump=Bump > Specularity=??? > > Obviously it is either Highlights or Shininess, or both, or possibly > involving a bit of > Reflection.... Is there a rule? Any reason why Carrara doesn't have > Specularity channel? Is a > rose by any other name giving the same highlights, or is it actually > something that Carrara > does differently than the rest? > > holly > > > > > > Welcome Yahoo Members! > > http://www.eovia.com > Yahoo! Groups Links > > > > > > >
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