(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.
When using the blueish material map this is the result
And when using the reddish material map this is the result
So when using the blueish material map (thus the black specular texture) the strength gets reduced but spread in a big area.
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.
this black bug... this will by fix ?
and resident evil 3 still have problem with sound..
the idea is that you can achieve any of those reshade effects with ishiiruka fx pp shader, is just a mather of tunning bloom and tone mapping
(03-05-2017, 07:15 AM)Rickv123 Wrote: [ -> ]So upon further testing this is what's actually happening.
When using the blueish material map this is the result
And when using the reddish material map this is the result
So when using the blueish material map (thus the black specular texture) the strength gets reduced but spread in a big area.
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.
specular values in reality does not only controls the intensity of the specular reflection, low values generate opaque materials like paper and dirt, and hy values plastic/metalic polished materials, so for your scenarion the blueish one is the correct.
Quote:Hi Tino, nice to see Ishiiruka getting better and better, been a follower for long time, truly impressed by your passion.
So i got an wild idea here, am wondering is there any possible to implement winamp dsp sound plug-in support into Ishiiruka ? just like pcsx2 spu-x did ?
those dsp can greatly improve or enhance audio quality and very customizable to suit anyone's taste though, i've been using it on pcsx2 and potplayer and can't live without it anymore=)
would be super perfect for me if wishes came true, so is there any possibility to make it happen ?
Hi Tino, not sure if you ever saw my last post about this sound plug-in , so i thought i'm post again, coz really really waiting for this to be true, thx again for all your hard work
(03-05-2017, 08:09 AM)Tino Wrote: [ -> ]specular values in reality does not only controls the intensity of the specular reflection, low values generate opaque materials like paper and dirt, and hy values plastic/metalic polished materials, so for your scenarion the blueish one is the correct.
Interesting, so that part is working correctly, it's just the intensity is not adjusting based on the material maps red value and is solely depended on the phong specular light slider.
Edit: I just tested an older builder (build 699, just picked it at random

) 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.
Edit2: Huh? funny, It's appears that build 900 broke the specular light, could you please take a look into the changes you made on that version specific, Thanks !!!

(03-05-2017, 07:41 AM)Tino Wrote: [ -> ]the idea is that you can achieve any of those reshade effects with  ishiiruka fx pp shader, is just a mather of tunning bloom and tone mapping
Where is the Pp shader option?
i think i using reshade preset appears have a different light texture.
Bloom and Lens Flare option i think