How to replace specular model on architectural material?

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ActionArt
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How to replace specular model on architectural material?

Post by ActionArt » 05 Jan 2012, 16:42

I remember seeing this somewhere but can't remember how to do it.

Does anyone know how to replace the specular on the Architectural material (with a Blinn for example) without effecting the other attributes of the material (diffuse, reflection etc.)?

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ActionArt
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Re: How to replace specular model on architectural material?

Post by ActionArt » 05 Jan 2012, 17:14

Looks like using ba_Specular, deactivating diffuse and plugging it into "additional color" seems to work. There's probably other ways of doing it too.

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gustavoeb
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Re: How to replace specular model on architectural material?

Post by gustavoeb » 18 Jan 2012, 04:47

what is the trouble with MIAs specular mode?
I myself hate the fact that Explicit Lights and actual reflections dont match up in glossines. Find it ridiculous... But besides that it is a much more phisically acurate model than a Blinn for example, since it is a Microfacet model and all that...
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ActionArt
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Re: How to replace specular model on architectural material?

Post by ActionArt » 18 Jan 2012, 14:40

I know it's probably more accurate but it leaves almost no room for artistic adjustment. I love the architectural material and it's great that it's more accurate but in this case I just couldn't get the effect I wanted, and it didn't have to be realistic :)

I really like the control the baSpecular gives in some cases and combining this with the Architectural material and specular maps has worked very well.

The carpaint shader addresses specular much more in depth so that has worked as well. Sometimes when materials are coated with clear coats or other variables there needs to be more control than Arch gives so this one has worked well too.

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Re: How to replace specular model on architectural material?

Post by gustavoeb » 18 Jan 2012, 15:31

well anyhow, here is a way to do it with MIA... then as you stated you can plug another spec model in the aditional color, or you could also add it with a color basic node, which does EXACTLY the same thing.
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