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How would one use exponent textures for source models?
Excuse me if this type question has been answered in the past but I couldn't find one that gave an answer or if it did... I was too dumb to understand it.

But I currently got a model that was used as a skin in a source game, the textures were.
Diffuse
Normal map
Exponent
(I should maybe clarify that I mean to use this model for only personal usage.)

Now the obvious and basic Diffuse & Normal is the usual. But this exponent texture... I have no idea to insert it into blender.

If anyone would maybe know the answer how to make use of it.
Please do tell.

(Temporary?) Solution at bottom from me accompanied with screenshot.
Last edited by FreddieFreeman; May 7, 2020 @ 11:30am
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Showing 1-13 of 13 comments
The Renderer May 4, 2020 @ 2:15pm 
Never heard of an "exponent" texture. Probably roughness (or inverted roughness)? What does it look like?
FreddieFreeman May 5, 2020 @ 1:35am 
Originally posted by The Renderer:
Never heard of an "exponent" texture. Probably roughness (or inverted roughness)? What does it look like?
I can already clarify it's not roughness I tried that already a few times.

What I can tell you about it is that the overall texture is cyan with detailing of purple. specifically it's supposed to bring out details of fingerprints on the model.
Last edited by FreddieFreeman; May 5, 2020 @ 1:35am
The Renderer May 5, 2020 @ 4:16am 
Now that cyan and purple thing sounds like a normal map.

I did a little googling and usually exponent is what I said above, an inverted roughness map (often called specularity, but that is basically anti-roughness in Blender).

So if it's not that I have no idea.
FreddieFreeman May 5, 2020 @ 5:11am 
Well it can't be a normal map, I already have one! Plus it looks nothing like a normal map.

But inverted roughness is new to me... I'll give it a test and see if it does anything.

Edit: So I tried by adding an *invert* node and add the exponent texture through that and then connect the invert node onto the roughness and specular (one by one of course).
The result yielded nothing.
Last edited by FreddieFreeman; May 5, 2020 @ 5:22am
The Renderer May 5, 2020 @ 7:14am 
Alright. I looked some more into it (which you could also do yourself, btw., it's not like you don't have access to Google) and I assume you got this:
https://developer.valvesoftware.com/wiki/$phong

If that's what it is I don't think you can or even should use this in Blender since it's some kind of "cheat" to get more realistic lighting effects in Source but you don't need those in Blender.

If that's not it maybe post a screenshot of the texture.
Last edited by The Renderer; May 5, 2020 @ 7:14am
FreddieFreeman May 5, 2020 @ 7:35am 
Should've figured...

The only notable difference I can say that would be different is that in this page:
https://developer.valvesoftware.com/wiki/Phong_materials

The exponent is multiple shades of white, black & grey in the link.
Meanwhile the exponent texture in for the model is (as described above) Cyan with small detailing of fingerprints colored in purple.

But since both of them in the end is still $phong... Yeah no I'll end it here.

Thank you for your assistance and have a good one!
The Renderer May 5, 2020 @ 7:46am 
Hmm... yeah, I have no clue about Source or what they use, sorry. Unless you are missing something on your model maybe just ignore the texture. You don't necessarily have to use all textures just because they are there. ;)
87 May 7, 2020 @ 10:16am 
Not sure if this is the right game for you but the info is relevant.

Main page:
https://www.dota2.com/workshop/

Textures and wtf why so many:
https://support.steampowered.com/kb/3081-QUXN-6209/dota-2-workshop-item-shader-masks
FreddieFreeman May 7, 2020 @ 11:01am 
Originally posted by binomas:
Not sure if this is the right game for you but the info is relevant.

Main page:
https://www.dota2.com/workshop/

Textures and wtf why so many:
https://support.steampowered.com/kb/3081-QUXN-6209/dota-2-workshop-item-shader-masks

Useful information for learning more about Source games texture usage... Yes... it doesn't tell you much about blender usage though? (Unless I somehow completely skipped it over, my bad if I did.)

I had a friend who actually found a somewhat "functional" usage for the exponent texture!

Edit: I'll take a steam screenshot of it and upload it here.
Last edited by FreddieFreeman; May 7, 2020 @ 11:03am
FreddieFreeman May 7, 2020 @ 11:23am 
https://steamcommunity.com/sharedfiles/filedetails/?id=2088362289

here was the "solution" my friend made to make the exponent texture usable.
87 May 7, 2020 @ 1:04pm 
Originally posted by FreddieFreeman:
Originally posted by binomas:
Not sure if this is the right game for you but the info is relevant.

Main page:
https://www.dota2.com/workshop/

Textures and wtf why so many:
https://support.steampowered.com/kb/3081-QUXN-6209/dota-2-workshop-item-shader-masks

Useful information for learning more about Source games texture usage... Yes... it doesn't tell you much about blender usage though? (Unless I somehow completely skipped it over, my bad if I did.)

I had a friend who actually found a somewhat "functional" usage for the exponent texture!

Edit: I'll take a steam screenshot of it and upload it here.

You're right, there's nothing about blender usage. It might not apply to your current project but it's useful to know for... next time.


The RGB and alpha channels are used for;

Color
Transparency
Normal Map
Detail Mask
Metalness Mask
Self Illumination Mask
Specular Mask
Rimlight
Base Tint Mask
Specular Exponent
Diffuse Mask (rarely used)

So for example.

Texture X's red channel would control the Metalness, green channel the Specular, etc (would need to read up to see which channels they really are) By process of elimination you could easily match most to blender nodes.
FreddieFreeman May 7, 2020 @ 1:27pm 
I just realized I might have come off as a bit of an a*s with my previous comment.

Sorry about that!
Last edited by FreddieFreeman; May 7, 2020 @ 1:28pm
87 May 7, 2020 @ 1:55pm 
Originally posted by FreddieFreeman:
I just realized I might have come off as a bit of an a*s with my previous comment.

Sorry about that!
Not really, easily done on teh interwebs!
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Date Posted: May 4, 2020 @ 2:05pm
Posts: 13