November 17, 2011, 11:33:05 am
Also, will lumion 2 have the ability to use specular maps, that's also really important and basic stuff. Like making the ground wet, when making metal stuff, etc.
Just to avoid confusing anyone with my previous reply: Lumion uses a single
texture mask for the reflection amount and the specular lighting amount when you use the Standard
material in Lumion. In other words, you can't use 2 separate textures for the specular lighting amount and the reflection amount like you might be used to in some other 3D applications (That's how I interpreted your question above, Jay).
So, if you use the Standard
material in Lumion, you need to save your diffuse texture with a combined (greyscale) reflection/specular mask in the alpha channel as a 32-bit TGA/PNG/TIF/DDS texture and load it in the first texture slot in the Standard
material. Make sure that the Reflection or clip
slider is set to 0.
Then adjust the Reflection strength
slider in the Standard material. To put it bluntly, a low value means that the alpha mask only adds specular lighting, and a higher value means that both specular lighting and
reflections of the sky/terrain etc are added to the material. You'll often need to experiment with the reflection sliders to achieve the effect you want, eg, low Refl. Sharpness
, Reflection Strength
and Reflection Fresnel
values for leather.
This can to a certain extent make it look like there's wet patches on your materials, even though you're only using a single texture mask.