tjheldna Posted January 7, 2016 Posted January 7, 2016 It would be very handy to have control over the glossiness of a material using a map and a value (like the spec is done). For example eyes: The specular value covers the whole eye where it should be a nice sharp dot. 3 Quote
shadmar Posted January 7, 2016 Posted January 7, 2016 Yes this would be handy. It's currently hardcoded in the lighting shader to 10. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
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