Question for Cristophe on Specular
Posted: Sat Sep 21, 2013 11:26 pm
So I watched your video on the "big guy" where you demo octane for maya. Really nice work by the way.
My question is related to a sort of running commentary you have with yourself: at a couple of points you mention that you think Specular maps are a pain in the butt and that you think they are now outdated by some kind of layering technique.
I'd like to ask what you mean by way of offering my own opinion:
Specs are really great in games in certain situations: because you're painting in how the specular highlight/glinting effect is, the render engine doesn't need to calculate it. So obviously it increases speed significantly. But... given that in real life the specular highlight moves around on the object you're viewing depending on the viewing angle, the specular map is WRONG for certain viewing angles.
That doesn't matter much if you're careful to constrain the viewing angle or you're running past the view very quickly when chased by a monster or a bunch of enemy guys shooting at you...
However, I don't see any way round having the specular calculated at runtime in the render engine if you're not painting a specular map. The only other thing I can think of is to paint *multiple* specular maps for different viewing angles and calculate the viewing angles and then do some kind of lookup.
So would you mind filling in the gaps as to what you meant by "layering technique"...
Thanks.
My question is related to a sort of running commentary you have with yourself: at a couple of points you mention that you think Specular maps are a pain in the butt and that you think they are now outdated by some kind of layering technique.
I'd like to ask what you mean by way of offering my own opinion:
Specs are really great in games in certain situations: because you're painting in how the specular highlight/glinting effect is, the render engine doesn't need to calculate it. So obviously it increases speed significantly. But... given that in real life the specular highlight moves around on the object you're viewing depending on the viewing angle, the specular map is WRONG for certain viewing angles.
That doesn't matter much if you're careful to constrain the viewing angle or you're running past the view very quickly when chased by a monster or a bunch of enemy guys shooting at you...
However, I don't see any way round having the specular calculated at runtime in the render engine if you're not painting a specular map. The only other thing I can think of is to paint *multiple* specular maps for different viewing angles and calculate the viewing angles and then do some kind of lookup.
So would you mind filling in the gaps as to what you meant by "layering technique"...
Thanks.