Uploaded March 2019 | Updated September 2026, 2 weeks ago
Experimenting with specular reflections on planets without a specular map. Use the dot product of the normal map and "straight up" (because water will have no non-straight-up-normal vectors) and also dot product the texture color against a blue rgb vector to see if the color is "mostly blue", then use those in the usual specular calculations. Not sure I'm going to use this though.
Experimenting with specular reflections on planets without a specular map. Use the dot product of the normal map and "straight up" (because water will have no non-straight-up-normal vectors) and also dot product the texture color against a blue rgb vector to see if the color is "mostly blue", then use those in the usual specular calculations. Not sure I'm going to use this though.







