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How to create specular map
How to create specular map






Our example specular will be the following image, cloned from the decorative clutter backpack. Specular images for different objects will look completely different, depending on the object. Moving on to the actual specular image, “somemap1” in early versions of Workshop, you will quite literally have no idea what to expect when looking at one. As we never know where someone is going to place our content, the fact that this is so simple and generic is a benefit. I would suggest leaving this alone for now. Hardly realistic, but so far it seems to work quite well. The black doesn’t show up, and it appears that the brighter, slightly colored square represents a room and a window. EA has used a fairly generic one on almost everything, it looks something like this: Instead, it projects the cube map (in early versions of workshop, somemap3) onto the object as a pre-calculated reflection. Specular in TS4 does not actually reflect the environment like TS3 did. The first, the actual “Specular Map” which defines the specular properties (more on those in a minute,) and then there is a “Cube Map” image as well. The first thing to note is that there are two images that go into the specular.

how to create specular map

In this tutorial, I am only going over speculars for objects, and speculars for walls/floors – this does not cover creating speculars for Create-A-Sim content. I’ll do my best to explain.Īlso note that there are different types of specular images. if you are using multiple mix shaders).Specular images in The Sims 4 ( TS4) are quite different from what we’re used to with The Sims 3 (TS3), so it may take a bit of work to fully understand.

how to create specular map

The baked map is now controlling the specularity of the surface as the musgrave was doing before.įor complex shaders things becomes harder, you'll have to build a custom nodetree capable of exctracting the Specularity data on each passage (e.g. To bake that data just use an emission shader picking the color from the cable that is going into the mix shader's input socket Where is black is Diffuse (no Specularity), where is white is Glossy (Specularity). In this case it's easy to understand that the amount of Specularity is equal to the values that go into te mix shader factor. Let's consider a simple material made of a Diffuse and Glossy shader mixed with a musgrave texture: What you should bake is the data about where a surface is capable of reflecting light and where is not, and not how the light interact with the surface (Glossy color, Glossy Direct, Glossy indirect, Combined.) because these are the result of the render engine. These maps are used in order to give to the rendering engine the information about how the light should interact when hitting that particular pixel of the surface. Represents the amount of reflectivity a surface has. Bake the Specularity data, not the light interactionĪccording to the Wikipedia, specular maps contains the valuest that:








How to create specular map