.......... / shader / multichannel tutorial / STEP 3

Small multichannel rendering tutorial | Realsoft 3D 4.5

INTRO
STEP 1 [setup the channels]
STEP 2 [the fun of masks]
STEP 3 [specularity]
STEP 4 [the reflection]
STEP 5 [the depth]
STEP 6 [lets render]
STEP 7 [post editing]

STEP 3 [specularity]
specularity


Now a little bit more complex pass: the speculatrity[fig 08]:
  • select the metallic02 material and open the properties window
  • go to the surface illumination shader, because here is the definition of the specularity
  • duplicate the 'illumination+=Specular(Color)' object and change the output to 'surface: Xport_specularity'
  • If there are more than one Specular objects do this with every one
Do this steps with all materials which has a 'specular' object. (In this scene 'finished_wood02' and 'metallic02'). What this step does is very simple: It just fills the 'Xport_specularity' channel with the same information which is used by the raytracer to calculate the specularity.

Comment: As you can see we will have the specularity information in the raytraced image and in the export channel. So if you want total control over the specularity in post editing you have to remove the information from the raytraced image before. To do this disable the 'illumination+=Specular()' objects.
But be carefully on this step, because if you do this, the specularity which is seen in reflections is also gone. The reflection of specularity is not stored in the 'Xport_specularity' channel. In our case we don't disable the raytraced specularity, because we want only additional control over it and not a replacement.

Specularity

Continue to STEP 4 ...


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