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Character - Alien - WIP
Posted: Sun Nov 12, 2006 3:37 am
by cali3d
Hi this is my first image post here, so bare with me, I have been using Maxwell for a week, and I am still in the "what the devil do this button do" phase.
Anyway, I have a question..
how do I use an image to control the shininess of the skin, I am looking for the equivalent to Maya's Specular channel ?
Oh.. Btw, character is modeled in Silo2.0 b3
Posted: Sun Nov 12, 2006 11:05 am
by -Adrian
That would be the roughness channel. Good start!
Posted: Sun Nov 12, 2006 1:54 pm
by cali3d
Thanks

..
Posted: Sun Nov 12, 2006 3:13 pm
by bjorn.syse
Nice one! welcome to the forum aswell!
Posted: Mon Nov 13, 2006 4:57 am
by Tim Ellis
Welcome to Maxwell.
Use an image map for specularity, in the roughness slot.
If you set the roughness value to 30, the white areas of your image will have 30 roughness and anything grey or black will have a roughness value nearer to 0 the closer black you get.
Tim.
Posted: Tue Nov 14, 2006 12:55 pm
by cali3d
so if I get this right, a value of 0 or black will make the object shiny, and a value of 255 or white will make it lambertian / not shiny ? which means that I would have to invert the image ...
please correct me if I am wrong
Posted: Tue Nov 14, 2006 1:08 pm
by Fernando Tella
Right! You have a tick box to invert the texture in the maxwell picker.
Another way of control the shine is making another layer which will be the shiny one and use the texture for weightmap that layer so it will show when it is white, not show with black and something in between with greys. I like this way better.
Posted: Tue Nov 14, 2006 2:55 pm
by cali3d
I did invert the specular map texture in this rendering :
and added some preliminary eyes.
Posted: Wed Nov 15, 2006 4:43 am
by Tim Ellis
This is one of my specularity maps for my Zombie character. I've since refined it with more graduation between black and white, but it explains what I mean.
I use a roughness value of 15, which means the 255 white sections have 15% roughness & the black areas have 0% roughness.
Tim.
Posted: Wed Nov 15, 2006 3:06 pm
by cali3d
yeah I got it ..

) did the same. I do not want my char to be too specular .. I need to fintune the map tho ..