how to turn off the reflection?
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Mix materials is in the upcoming 2.3 beta, mix textures is the one you can use, just add a mix texture then put a floatimage in the mix channel and change colors for a little bit of control, or just add a floatimage with your b&w mask on the specular channel.
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
Yes, but it does not always work 

ok
believe me it always works, althou is a little tricky to get a hold of it with a texture, so here is what I do I use a mix map, in the mix channel I add the texture I want to control reflection or roughness with, in the other two channels I add 2 floattexture nodes, that way I can fine tune the amount of glossiness I get with real time feed back.
Here is an example with a plain red glossy material and a checker texture to control glossiness.
Hope it helps
Cheers
Here is an example with a plain red glossy material and a checker texture to control glossiness.
Hope it helps
Cheers
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
You see?
Both parts have reflected only one more than others.
Both parts have reflected only one more than others.
well, if you check the floattexture values you'll see they are both above 0, is you lower any of those, plus if you add the same map in roughness and put a higher value you'll get almost a difusse map, I was just trying to show you a way to get more control over the reflections.
Well, since it seems my first example wasn't clear enough here is a second one, again the material is a glossy one with a red color applied to it. A check map controls the reflection areas, if you check the right column you can see the setup, with high values (1) of roughness plus low specular (0,05) the material is almost diffuse (right side of the ball), on the other hand medium specular plus low roughness (0,01) gives a shiny metalic look.
Try playing around with a similar setup and you'll get the hang of it.
Well, since it seems my first example wasn't clear enough here is a second one, again the material is a glossy one with a red color applied to it. A check map controls the reflection areas, if you check the right column you can see the setup, with high values (1) of roughness plus low specular (0,05) the material is almost diffuse (right side of the ball), on the other hand medium specular plus low roughness (0,01) gives a shiny metalic look.
Try playing around with a similar setup and you'll get the hang of it.
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
kubo, thx!!!
Now, I understand.
Now, I understand.
Last question.
Нow to make floattexture like this, with the curve and with such large values problem in floattexture , because the one that I add does not have such large values
Нow to make floattexture like this, with the curve and with such large values problem in floattexture , because the one that I add does not have such large values