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Simple feature request

Posted: Sun Nov 25, 2012 4:10 am
by manalokos
Hello,

I noticed that regarding Roughness and Bump intensities if we use a RGB texture or spectrum the result is a float intensity.
So for instance if I want a material to have more roughness in the Red and less in the Blue, I can not do this directly.
The only way I found to do this is to mix 3 different materials, one for each RGB channel, but that is expensive in terms of computing time, workflow, and the material will have a 3rd of the intensity possible.

Here are 2 examples with this kind of "reflexion dispersion" made with different roughness values for each channel.

Best regards
Filipe