Color |
Specular
|
Specular Strength
|
Should be high to give a shiny effect to the material
|
|
Specular Strength
|
Should be high to give a shiny effect to the material (100 and
above)
|
Paint mapping
|
Texture Name Impact
|
Paint
|
2D map with mipmaps
|
|
Diffuse
|
Gives a basic material color to the material, it must be impacted,
except for specific effects
|
|
Specular
|
Gives more importance to environment reflections than direct
lightning reflections when combined with Car Paint for
example
|
Reflection mapping
|
Texture name
|
Reflection
|
Cube map with mipmaps
|
|
Impact
|
Fresnel
|
Fresnel
|
Reflection |
Impact
|
Ambient
|
Fresnel reflection is on the entire surface
|
BRDF effect
|
Impact
|
Diffuse
|
Must be impacted
|
|
Specular
|
Should be impacted
|
Environment |
Parameters
|
Environment Contrast
|
Useful to boost reflections (modifies the contrast of the
reflection map)
|
|
|
Environment saturation
|
Useful to set colors to Black and White (dark materials reflection
is usually desaturated)
|