kevjon
04-28-2007, 01:57 AM
This one has got me beat and maybe someone here knows.
The cylinder is used for testing textures & materials.
I have applied a standard glossy A&D template material to this uv mapped cylinder. In the diffuse color slot I've put my very basic color texture. In the bump slot I've put my grayscale bump map. All good so far.
Problem I have is that I want to make the specular highlight the same across all the colors. At the moment it doesn't show across the red and green. I also want to break up the specular highlight to create a rough looking material. I've tried putting grayscale textures into the reflection slot but that has no effect on the specular highlight and seems to only control how much the different colors reflect.
Anybody have any ideas on how the specular is controlled in the Arch and Design Materials ?
PS
I know I can use Max's standard and raytrace materials to solve this but I have problems with those materials as the MR renderer sometimes creates black, white or colored blotches in my renders when using those materials and there is also no way to blur the reflections when using Raytrace materials and the Mental Ray renderer.
The cylinder is used for testing textures & materials.
I have applied a standard glossy A&D template material to this uv mapped cylinder. In the diffuse color slot I've put my very basic color texture. In the bump slot I've put my grayscale bump map. All good so far.
Problem I have is that I want to make the specular highlight the same across all the colors. At the moment it doesn't show across the red and green. I also want to break up the specular highlight to create a rough looking material. I've tried putting grayscale textures into the reflection slot but that has no effect on the specular highlight and seems to only control how much the different colors reflect.
Anybody have any ideas on how the specular is controlled in the Arch and Design Materials ?
PS
I know I can use Max's standard and raytrace materials to solve this but I have problems with those materials as the MR renderer sometimes creates black, white or colored blotches in my renders when using those materials and there is also no way to blur the reflections when using Raytrace materials and the Mental Ray renderer.