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Chapter 11. Materials and Mapping: A Dif... > Working with Shaders to Control Spec...

Working with Shaders to Control Specular Highlights

You have been increasing the specular level to control the brightness of specular highlights and the glossiness value to control the size of the specular highlights to have the materials appear harder and shinier.

However, the materials you have been making in this chapter have been enamel coatings or cast floor tiles, materials with a regular molecular makeup. The round specular highlights created by the default Blinn shader work fine for this type of material as well as for most plastics or paint.


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