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- Specular: General rule of thumb of having about 0.02 for liquids, 0.04 for solids, except metals, which instead should have values close to 1.0.
- Roughness: Highly polished surfaces will have about 0.05-0.1 and very rough surfaces like natural rocks, bricks and similar will be about 0.6-0.7.
- Water:
- Spec 0.02
- Roughness: 0.1
- Metal:
- Spec: 1.0
- Roughness: 0.0
- Bricks:
- Spec: 0.04
- Roughness: 0.6
However having something that is "wet but solid" instead of water needs some testing. It sometimes also benefits from the diffuse file (main colours) being altered to remove shadows or lighten them up.
Some examples:
| Specular | Roughness | Picture | Description |
|---|---|---|---|
| 0.3 | 0.05 | Generally a bit "wet" but not quite good enough | |
| 1.0 | 0.00001 | A metallic mess (note setting Roughness to 0.0 seems to recalculate it as if it wasn't set) | |
There's a Metallicness value set in the shader too. We'll look at that another time...the shader defines it in inc_material.shd and seems to be auto generated anyway:
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