How many ways are there of surfacing an object? These three images show the technique of obtaining colored specular highlights on a textured surface by double-exposing two otherwise-identical scene files. The first image sequence is front projection loaded over the first, but with an Opacity of 30%. Obviously, the effect is subtle, and possibly not worth the trouble of a second render. Second passes have their place, though, because "specularity" in nature largely seems to be reflection from smudgy surfaces. "Glossiness" needs to be set low. The Spandexy sheen came at a small loss in texture saturation. Although not texture mapped for cloth, it might have been.

Giving different colors of specular highlight to solid color surfaces in the Surfaces panel is not very hard: applying a low number for "Reflectivity" and using a JPG of a solid color in "Reflection Options" and setting the Reflection Option to "Spherical Reflection Map" The specular highlight color will be based on the assigned color of the object, while the overall color of the object will be the spherical map JPG (a solid color) assigned in the Reflection Options requester.

All contents copyrighted Scott Lee Tygett c. 2001

< BACK . . . . . . . . . . . . . . < HOME > . . . . . . . . . . . . . . NEXT >