Jump to content

Materials - How does "Diffuse Bumped Specular (mapped)" work if it's not standard spec-gloss?


Recommended Posts

I've been trying to get this going for days. Is there anyone who can explain how this shader is supposed to work? I've tried every combination of channels, is the below correct? It's the best I can figure trying to look at the shader code in Parttools.  The models still appear to have a complete metal or some other over-arching value applied to the gloss or specular values.  Thanks all, this has been driving me nuts!

Diffuse File:

RGB - Diffuse map

A - Gloss map

Bump

RGB - Normal map

Specular

RGB - Specular Map

Edited by BumbleBeeJBG
Link to comment
Share on other sites

  • 2 weeks later...

You're more or less correct. However there is no need for the A channel in the diffuse slot because it is unused.

But... you'll notice something missing. Sadly, you can't do accurate PBR in KSP because the shader doesn't implement smoothness/roughness as a map, only as a single value for the whole material. 

StandardShaderCalibrationChartSpecular.p

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...