Graphics Reference
In-Depth Information
Let's load a specular map the same way that we loaded the diffuse map for color.
Then, in the
Basic Setting
section, turn your specularity up until you like what you
see. The result should look something like the following screenshot:
We've added a specular map, and turned up our specularity on our
lampshades. Notice that our map has made it so that the black stripes
have no highlight even though a specular highlight overlaps them in
the front lamp.
Reflections and refractions
Everyone knows what reflections are. Light bounces off something, then it bounces
off a shiny surface, then into a camera lens, and you can see a reflection of the first
something. Look into a mirror, and you see a reflection of yourself. Refraction is
what happens to light when it goes through something. If you look at something
on the other side through a glass of water, the thing on the other side is distorted.
This is refraction, and it makes everything from eyesight to camera lenses possible.
However, whenever you use terms such as
through
or
bounce
, you're talking about
raytracing
. Raytracing is simply tracking lines of light through objects, off objects,
and so on, until they go into your camera.