Hi guys. I have a question. About specular maps.
So, materials are meant to simulate real world lighting effects, right?
From what I have read, in nature, specular reflections happens when the incident rays hits a flat and polished surface and generates another ray with the same angle taking as reference the surface normal.
[Blocked Image: http://people.seas.harvard.edu/~jones/cscie129/nu_lectures/lecture10/images/set_1.gif]
That's the practical results:
[Blocked Image: http://academic.emporia.edu/aberjame/student/kuss2/15.jpg]
I understant the point of normals maps, they change the normals to fake geometry, but the use of specular maps is giving me some doubts:
- A rough concrete wall is not flat and polished, so why artists create specular maps for them since specular reflections doesn't happen in such surfaces?
- Also, the real specular reflections are like the picture above, I mean, the surface "mirror" the image comprised of the incident rays, in games that reflection is just a "white blur image". This is to reduce the computing calculations?
- Also, using normals maps AND specular maps sounds awkward, since a normal map "creates" a rough surface, and in a surface like this there are no specularity.
Thanks, and merry christimas.