Actor Specular shader
Posted: Thu Oct 26, 2017 6:28 pm
I was wondering how the RF specular is supposed to look.Some can take a quick look at the code or say something about it.
If you use on the actor a specular bitmap with grayscale color lets say-180 and put a standard static light for the test,
will the specular add more light on the actor similar to the usual lightning on the polygons,and will that "highlights" light of the specular move on the polygons if you go a circle around the test actor?
I describe something like the highlights you would see on a glass bottle that see to move a bit as you change location.
To see the lighting effect clearly i suggest setting the pawn or static entity default lightning and ambient to all zeros 0 0 0.
If you use on the actor a specular bitmap with grayscale color lets say-180 and put a standard static light for the test,
will the specular add more light on the actor similar to the usual lightning on the polygons,and will that "highlights" light of the specular move on the polygons if you go a circle around the test actor?
I describe something like the highlights you would see on a glass bottle that see to move a bit as you change location.
To see the lighting effect clearly i suggest setting the pawn or static entity default lightning and ambient to all zeros 0 0 0.