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Thread: Shininess Bound to texture

  1. #1
    Junior Member
    Join Date
    Mar 2012
    Posts
    3

    Shininess Bound to texture

    Hallo forum this is my first question

    I read that under common profile, the shininess is a float parameter, not a texture one.
    It is however very well possible to bind the shininess to a texture.
    With respect to physically bars lighting, it is even more likely that shininess (aka surface roughness) is textured, than the specular color, which is almost a constant for all dielectrics.

    1 what is the correct way of expressing such a relationship in collada
    2. Would someone with access to 3ds max kindly try this out and report what it is actually exporting

    Thanks in advance

  2. #2
    Junior Member
    Join Date
    Sep 2006
    Posts
    16

    Re: Shininess Bound to texture

    Neither profile_common phong or blinn support this in the current specifications.

    You have 2 options...

    1) segment your mesh so that regions with different shininess receive different materials.

    2) You would need to use profile_bridge, profile_glsl, profile_gles2, profile_CG or use your own <extra> to extend profile_common and add your extension.

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