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Intensity paramener means how much specular this material has. The higher it is the brighter specular you would have.
Roughness defines the type of the specular. Lower values correspond to mirror-like (smooth) surfaces, and higher ones to diffuse (rought) surfaces. So if you want something glossy you should use lower roughness values. If you want something matte then use higher values.
Also .mtl files use specular maps (or textures) which define specular properties for each pixel of the surface and also specular multipliers (for multiplying values from the map).
Was that definitive enough? :)
I guess all this curiosity came about when I was looking though the excellent gallery pictures and taking an instant liking to those costumes that were super glossy, thinking that I’d have a go at adjusting some of the downloadable outfits in the same way.
So it just leaves me with a question about how I go about adjusting the 3 .specular values to get the desired effect.
If I can give you an example.. somewhere amongst the many downloadable outfit packs is a file called Class_PaintedOn.ShineList
..although not labelled as an .MTL file I gather that it plays its part in a similar way. In the file are many (specular?) entries. A few, for example are
MrEffLatexTnA\Suit_S.dds
2.0
2.55
2.55
Latex
N/A
0.1
1.0
0.0
Wet
N/A
0.3
1.0
0.0
Oily
.. so taking for example this last one, what do the 0.3, 1.0 and 0.0 values actually refer to?
So say for instance, If I play around with it and change the 0.3 value to 0.2, is this controlling (ie lightening /darkening ) say the first of the RGB layers in the suit_s.dds file ??? (similarly with the others?)
I’m trying to get an understanding of whether I need to have a go at editing the actual suit_s.dds in photoshop or do I get the desired glossy effects by playing around with the 3 specular values in a “hit and miss” fashion ?
HD_DATA_TXT 300
material
{
type OPAQUE;
twoSided false;
width 64.0;
height 64.0;
normalMap "Outfits\Haydee\Suit_N.dds";
diffuseMap "Outfits\Haydee\Suit_D.dds";
specularMap "Outfits\Haydee\Suit_S.dds";
speculars 1.0 2.0 0.0;
surface Default;
}
.. the line ..
speculars 1.0 2.0 0.0;
what do the 3 parameters (1.0 2.0 0.0 ) refer to ?
I can see that haydee's skin goes more or less shiny when I change these values and save the file but I want to know what they are actually changing (controlling)..
..I'm guessing it's something in the specular map.. either some characteristics of the file itself (Suit_S.dds) like the intensity of the RGB channels perhaps ??or it's something that the game engine does at run time ???
If I change the first value, from 1.0 to 0.15 and save the file I see that the skin goes from dull shiny but how is that achieved ?. I've not made any changes to the suit_s.dds file in photoshop so what happens?