gloss vs. specular
Posted: Sat Jun 07, 2014 6:12 pm
In a totally newbish manner of speak: what's the theory difference? As a hobbyist without any physical background I currently assume the following:
- Diffuse material is undirected light off the material, in the color of the material. Or bluntly said: just the color of the material without any light reflections, just the light the material emits itself
- Specular reflection is of the same wavelength as the light shining onto the material, pure reflection, unmodified by the material
Is this more or less right?
But that confuses me a bit, because there's also "gloss", which is also just reflection. I don't quite understand the difference and when to use what to create materials (even more complex when using material mixing).
And I don't quite understand specular maps. If gloss and reflection is a characteristic of the matieral, then the calculation process should determine what is reflected where ...
But that only works if we'd model with a gazillion polygons and realistical surfaces ... which we don't have ... so we use bump maps, normal maps and ...... specular maps.
but aren't those kind of fixed to the viewangle when the photo was taken? If I looked at a material in angle A and noticed how it reflects things and take a foto of that to create a specular map .... how can this be valid for angle B which is totally different?
I'm quite confused by these things
- Diffuse material is undirected light off the material, in the color of the material. Or bluntly said: just the color of the material without any light reflections, just the light the material emits itself
- Specular reflection is of the same wavelength as the light shining onto the material, pure reflection, unmodified by the material
Is this more or less right?
But that confuses me a bit, because there's also "gloss", which is also just reflection. I don't quite understand the difference and when to use what to create materials (even more complex when using material mixing).
And I don't quite understand specular maps. If gloss and reflection is a characteristic of the matieral, then the calculation process should determine what is reflected where ...
But that only works if we'd model with a gazillion polygons and realistical surfaces ... which we don't have ... so we use bump maps, normal maps and ...... specular maps.
but aren't those kind of fixed to the viewangle when the photo was taken? If I looked at a material in angle A and noticed how it reflects things and take a foto of that to create a specular map .... how can this be valid for angle B which is totally different?
I'm quite confused by these things
