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Hi Folks,
I was wondering my experiment will help clarify (or more confused) to you.
http://www.fsdeveloper.com/forum/showthread.php?t=256649
The method that I use to memorize the:
1. Specular map is for the COLOR of LIGHT shining from the sunlight to the object. You can have an object in red (diffuse map) and shining with green light. Like a car with the pearl color or beetle. Every objects have this specular function.
2. Specular alpha is to control the REFLECTION of the object. Not all the objects have this. You have to check ON Blend Environment with specular alpha (or Blend Environment with diffuse map alpha if you want your glass or window transparent and have reflection at the same time.) So, Tejal Bernardo, you can have specular and reflection at the same time.
If you have specular map, the base material properties will be overwrite, ignored.
As in my experiment:
Chrome property should be 1. specular map=white 2. Specular alpha=white
Window property should be 1. Spcular map =50% tint of grey scale. 2. Specular alpha is 50% grey scale.
So answer to Pyscen, chrome have white color specular light and have reflection more than window.
Light reflects from sunlight =specular
Photo reflects from environment =specular alpha
I hope I don't confuse you guys more than before. LOL![]()

I think the only thing that don't have specular at all is the object that don't have flat surface. Like cotton ball, wool blanket don't have this specular light.Do you mean that all objects have a shinyness to it? To some degree your right,... I have noticed (in the real world), most organics (like plants or trees) are much like my windows vs chrome thought,.... Plants respond to sunlight like a window, the sunlight filters through the material. I'm not saying though that all objects: plants, buildings etc. need a specular map in the FS world.



One more thing about specular texture. I think if you collect the things with the same material together such as metal, fabric or glass together in its own group and set up the base material correctly, you don't need specular texture at all.
But this has to be done carefully. If you have buildings with concrete wall and glass windows, specular texture and alpha channel is the way to go.
I have a terminal with matte metal frame, canvas and concrete post . I set up the base material to match those three things and I don't need specular texture at all. That saves the texture sheet numbers down and less draw call.
I actually don't like "NO Base Material Specular". Since it bring back your model to FS9. Why don't use new things with carefully set up material? Your world in FSX would be more real.
Regards,
Tic

I'm glad you are not confuse about this. But it is obvious that many people are still confused. I think the case of confusion is "Light and Environment Reflection". Since both word use reflection, it is confusing to someone especially non-English speaking person. That included me in the past as well.to me it not really that confusing since again one is the shinyness (specular)of a material and the other is a enviroment map





I have another question regarding the spcular setting in Gmax/Max.
There is specular level (or power) that changes the brightness of the spcular (light reflection). This one is in MCX. But there is Specular Glossiness which changes the size of the light reflection or shininess (in SDK it is called "Hot Spot"). This is not in MCX. I was wondering that this setting has any effect to the model or not. It really changes the appearance of the object and visible real time right in Gmax.
