Explain specular colour to me?

I’m having trouble obtaining the specular reflection colour I want. When I modify the specular colour of my material, it messes up albedo. If you have a green albido and you set specular to red for example, the resulting texture looks brown.

I’m using the Standard specular setup shader on my material. The normal map produces a lot of specular dots, which is nice, but by default the specs are white, which pops out aesthetically. What I’m trying to do is have my object remain green, with the reflective specs on it being of colours complementing it(think of a glittering jade statue). But because I don’t understand the math behind specular, when I obtain the specular colour I want the base colour of my textures is all messed up.

Can anyone explain the theory of it to me? I would really appreciate an example.

Specular is simply reflection, it takes the lights colors, standard shader use real world inspired light calculation, specular don’t have color unless they are metallic. Albedo “roughly” blend additively with specular, so the result can be seen as an addition of the two “colors”.

If you want non realistic reflection you will need to create your own shader.

More

advanced version:

1 Like