Different armor shininess in openbrf and blender

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I found armor looks much better in openbrf than in blender.
What settings can I change in blender to mimic the appearance in openbrf?
I checked, it's not about direction/intensity of light or anything like that.
(I used all diffuse, normal map, and specular map. The spec map is set to Texture->Influence->Specular->Color:1.0)

openbrf:


blender:
 
Solution
I found the reason: when we calculate the specular color in shader, there is a exponential power coefficient. That value in MB material is 20, and OpenBrf read that value; while in Bender it's default 50 [hardness] (narrow reflection effect).
It "looks better" because the lighting is all coming from the front in OpenBRF so the specular is more obvious, but other than that it looks fairly similar. Here are a few things you could do:

1. Remove the cast shadow option from the light source
2. Move the light source round to the front
3. Use the material editor in blender to multiply the specular value
 
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I found the reason: when we calculate the specular color in shader, there is a exponential power coefficient. That value in MB material is 20, and OpenBrf read that value; while in Bender it's default 50 [hardness] (narrow reflection effect).
 
Upvote 0
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