Not sure if this should go here or in general graphics…
Regarding the standard shader- it seems to me like the specular settings are in reverse… Black should prevent all spec highlights, and white should be specular overload… Yet when I adjust the swatch I see the opposite sort of behaviour I would expect. Also using the channel option for applying a bitmap produces similar strange behaviour. Is the current setup intentional? Is there some voodoo to getting specular right?
Yea the standard shader with specular variant. What I’m observing is the specular channel behaviour seems to be reversed when using the color swatch or a greyscale image.
Thanks for that… I can see whats happening. I guess I am used to specular adding a highlight in an additive or overlay sense, adding to the diffuse texture but what is happening here is that the brighter the specular the more the diffuse is removed, or blackened out… Not what I’m used to in modelling.
For EG turning specular to black in Cheetah3d doesn’t kill off the diffuse, but it does in Unity.
These swatches refer to the specular channel, Albedo set to white
So my making the specular more white to enhance the glossiness is in fact making the eyes black and seemingly removing the glossiness… Which is not what I expect. The same occurs when using bitmaps in this channel.
I don’t really see the point in removing the underlying diffuse or rather flooding it with black when the specular is increased.
I think you’re probably looking for roughness instead (smoothness) as a model for old specular. Try the metallic workflow instead if this isn’t clicking well. Cheetah as far as I can see it uses old school lighting and no mention of PBR.
The only reason it probably appears to be going dark is that it might not be having anything to reflect. So ensure there’s a skybox, the mesh is set to blend probes and skybox. Or just have a decent reflection probe.