Tino, i think I've noticed a little bug in the phong lightning.
What I expect the specular map to do is determine the the strength of the phong light with the white color being the specular sliders value and black being no specular light at all and grey being the value in between.
What I think is happening here is that it currently takes the value of the specular slider and adds the specular map on top of it instead of being the factor of the phong light which causes this bright look on all the textures.
Is there a way you could fix this ?
Thanks in advance!
What I expect the specular map to do is determine the the strength of the phong light with the white color being the specular sliders value and black being no specular light at all and grey being the value in between.
Example:
Is there a way you could fix this ?
Thanks in advance!