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SHADER Looking for a simple Shader with specular map

Gunnar333

Well-Known Member
Hi,
Anyone knows how to do a simple texture with specular parts are defined by alpha channel or extra bitmap for specular map.
Just like the simple ksPerPixel but alpha channel used for specular value - not alpha value.

I think ksMultilayer can do this but it's a bit "overcoded"
 

Pixelchaser

Well-Known Member
given you have released a few tracks. im KS_PERPLEXED :lol: about why u ask this a question.

are you asking how to get a specular from the texture separately ? or how to ad specular into to say multimap per pixel.
 

Gunnar333

Well-Known Member
I always use one specular value for the whole material.
But let's say I have a texture that is a black and white checker and I only want the white parts have a specular value.
 

Pixelchaser

Well-Known Member
not sure I understand the main question. but you just gota paint good alpha. take the texture de saturate it. tune its brightness and contrast and use it as alpha.
 

Gunnar333

Well-Known Member
Yes I know, how to paint an alpha channel.
But on which ks Shader does the alpha channel of the dds effects the specular amount?
 

Prototype

Well-Known Member
As you say KsMultiLayer gives you the ability to specify specular areas using an image channel …
Are you concerned that its too heavy performance wise / over engineered for your task?

As far as I can tell, you don't need to use all the channels, the null placeholder (which exports with the kn5) does just fine for the channels you dont use, which makes the shader lighter in terms of data use.

As for performance … never really stress tested the shaders personally … the engine in general feels pretty light on todays hardware… what's the context? You need tons of objects using the shader?
 

Gunnar333

Well-Known Member
Okay, I thought there's a smaller Shader for it.
I'm trying to reduce PID count and was wondering if there's a slimmer way.
 

Prototype

Well-Known Member
Maybe there is a less complex shader for it? I guess just go through the shader list, unless someone knows one offhand … which is why you posted this in the first place :-D

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Ive been getting ok specular results using normal maps with the simple KsPerPixelAT_NM
When making your normal map, I push the the areas I want more specular in the normal map image.
This can be a bit tricky, because youre also affecting "bump", but its the context that will affect whether this would be a solution or not.

Have you ever used Substance painter? You can get a lot of control with your normals that way.
 

Pixelchaser

Well-Known Member
Yes I know, how to paint an alpha channel.
But on which ks Shader does the alpha channel of the dds effects the specular amount?
don't think you`ll find such a cheap alternative in the form of a shader.

you cant turn it off. you can only appropriately design it to not produce an effect. and the rest is an albedo association with how its used set in the editor.
 
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GreyDesigns

New Member
Hi, I'm very confused by this also - I have made a very simple texture for testing purposes - Full black RGB, and a checker (full white to full black) in the ALPHA - and have tried all the different shaders I think, but didn't see anything that gave me the results I would expect, or anything visually tbh.

Does anyone have an example of how to setup a basic material for variation on the specular / glossiness? - I have attached an image of the effect I would like to be able to reproduce.

Thanks!
 

Attachments

Gunnar333

Well-Known Member
I use the following shader for windows with frames. txMask is like your alpha channel: white for specular black for non specular. Hope this helps.

SpecShader.png
 
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