2005 Diffuse Detail and Specular Masks

Greater geometric complexity  can be simulated using detail maps on the diffuse channel of the material. Monochrome maps are assigned to each expression extreme and are combined at run-time.

Combined with matching Specular mask maps, the results compare favorably with bump and normal calculations


This technique would suit cinematics on current consoles.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s