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Hi, I'm creating some textures for a project and I don't understand how to correctly use the Self-Illuminated Normal mapped Specular Shader. I've read this and looked at some similar questions but have been unable to sort out some things. Will anyone help me with the following:
Thanks for any help!
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From here. To me, this implies that, while the RGB data from the normal map is being used for the bumpmapping, the alpha channel of the same texture is being used for the illumination data.
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