(03-05-2017, 06:55 AM)Tino Wrote: the specular value is stored in the red channel so a redish material map meand high specular values is that correct for the grass with dirt texture?
So upon further testing this is what's actually happening.
blueish: (Show Spoiler)
redish: (Show Spoiler)
When using the redish material map (thus a white specular texutre) the strength gets a lot stronger but in a very narrow angle (that's why I thought it was inverted but it's only visible in a very narrow angle)
So to anwser your question, both don't really do much when it comes to controlling the brightness of the specular texture, but rather the "hardness" of the light as I like to refer it to, very strange.

![[Image: 75a7af5f85.png]](https://puu.sh/uulhc/75a7af5f85.png)
![[Image: b5684c3e8b.png]](https://puu.sh/uulic/b5684c3e8b.png)
![[Image: innvcJj.jpg]](http://i.imgur.com/innvcJj.jpg)

) and the bug DOESN'T appear in this version
. When a specular map is black the output results into no specular light as expected. I'm going to see on what build the phong light broke and report it back as soon as I found the build.