Specular map and MILA material

Specular map and MILA material

mayanim8
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Specular map and MILA material

mayanim8
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Rendering and textures are a bit of a mystery.

I am trying to figure out the MILA material.

I have created a very simple Spec Map in photoshop (TIFF) black and white image.

I first applied a blinn to test the texture, all it good, it appears to work.  I get highlights where I painted them.

 

Everything falls apart when I try to do the same thing using the MILA material.

 

I created a Weighted Layer / Specular Reflection

I plug the image into the Weight and everything goes white.

I reverse the image, it's no longer white, but I don't see any highlights.  It's as though nothing is applied.

Any help would be appreciated.

 

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Message 2 of 6

damaggio
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Hi Maya, by default the connection is made via alpha so make sure to check in the file texture Alpha is luminance, I just did a test and also works if you want to connect Color>Out colorR to the mia weight layer.

I know, seems complicated, I got lost there too.

Message 3 of 6

damaggio
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Test..........

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Message 4 of 6

mayanim8
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Hello Damaggio,

Thank you very much for your help.

I think it worked.  (I'm including an image showing the same files pluged into a blinn, mia x and mila)

Just a couple of questions.

 

I've noticed that on a number of boards, people suggest to have the "Alpha is luminance" attribute on.  Is this attribute on when always applying a Specular highlight, regardless of the material?  Blinn, Mia X etc... 

Is there other reasons to have this Attribute on or is it only on when applying Specular.

 

Also, I notice that in your image you did not apply the file to a Specular Reflection layer but a Glossy Reflection.

If I am to use Glossy Reflection for  specular highlihgts, would you know when the Specular Reflection would be used?

 

Thank you, again,

May

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Message 5 of 6

damaggio
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Usually the Alpha is luminance is when a texture has no alpha channel so by checking that ,Mental Ray will use instead the black and white values to generate

a transparency mask...that is in a nutshell, I get lost with this one sometimes.

File nodes have alpha luminance off by default.

You'll find it in some other important nodes such as displacement and Layer textures, just from the top of my head.

No,  Specular maps, reflection maps, glossy maps, bump...none of these deal with transparency so alpha is luminance would have no effect.

You can use a texture mask to control the areas of reflection or transparency and that's when Alpha comes into place.

 

Controlling the highlights in a material with a map means making it shinier or more dull with black, greys and white tones in the texture map to achieve the desired look.

I chose the Glossy Reflection because in that simple sphere I needed to convey worn rusted areas so it needed to be glossy/blurred  ...unlike the specular layer that would give you just a less reflective area but the reflection itself still remains sharp.

 

Shaders can get very complex once you start aiming for photo realism, over time you'll learn all the nuances....until they introduce a new shader again.

 

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Message 6 of 6

mayanim8
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Yes, creating shaders is definitely complex.

Thank you, again for your help and answering my question.

 

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