Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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.
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.
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.
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!
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.
here was the "solution" my friend made to make the exponent texture usable.
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.
Sorry about that!