Game Development Reference
In-Depth Information
4. To finish the application, adjust the Eccentricity and Specular Roll Off values to
get the correct highlights.
Eccentricity controls the size of the highlights on the surface. The default value of
0.3 should work fine.
Specular Roll Off affects the intensity and sharpness of the highlight. Use 0.3 to
get a good shine representing a wet surface.
Repeat the foregoing procedure, applying the GraeMisc_Spec.tga file to the Grae_Misc
material. Figure 9.46 shows Grae with the specular map applied. As you can see, only the
areas you specified are shiny.
FIGURE 9.46 Grae with specular map applied (See page C9 for color version.)
Now let's add the bump map.
1. Look at the Grae_Body materials attributes in the Attribute Editor, and you'll see
the Bump Mapping attribute under the Common Material Attributes heading. This
is where we assign our bump map.
Click the small button to the right of the Bump Mapping text box; this opens up
the Create Render Node window. As you did when you applied the color texture,
select File.
Now something different happens. Instead of going directly to the file window,
you go to the actual bump nodes attributes ( Figure 9.47 ).
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