tjheldna Posted January 7, 2016 Share 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 Link to comment Share on other sites More sharing options...
shadmar Posted January 7, 2016 Share 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 Link to comment Share on other sites More sharing options...
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