Making new materials

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Making new materials // Tech Forum

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Post by The Master Elite // Sep 10, 2008, 5:06pm

The Master Elite
Total Posts: 107
How do you make new materials with Specular and Normal maps in the workspace? I'm quite confounded as to how this can be accomplished. :S

Post by brotherx // Sep 10, 2008, 11:44pm

brotherx
Total Posts: 538
pic
check out the introduction to real-time shaders course. While some of the things it refers to are in different places, all are available and you can achieve the same effect.


To get the files, import the ts7 library then open it to get the model used in the tutorial.


It may not answer all your questions but it'll give you an idea of how it works at least.

Post by Jack Edwards // Sep 11, 2008, 12:11am

Jack Edwards
Total Posts: 4062
pic
For Normal maps you can just drop in a Normal Shader and link it up.

For specular you need to work the bitmap in as a multiplier for the Model Shader value.

The tricky part is that you don't want to modify the alpha value, so you need to separate that out and reset it back after the multiply is done (or set the specular map alpha value to 1.0 before multiplying).

I was going to point you to my Mapped Blinn shader over in the Garage section of the forum, but I just noticed that I forgot to add a specular map feature. (Doh! :o) So that is something that I'll definitely be adding next time I work on it.
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