Open DirtGamer301 opened 8 years ago
It could possibly be a new addition to the managedmaterials line.
Could go something like this
Material name, mesh type, color image, spec. image, spec. roughness
body, mesh_standard, body_color.png, body_spec.png, 0.25
the roughness could use the same principle in blender as the glossy shader in cycles render. With 1.0 being full roughness(where the reflection would barely show) and 0.0 where the reflection would show with all detail.
I hope I explained this well enough.
Search for Physically Based Rendering (PBR), I think this is what you are looking for. This is being implemented in the new material system for Ogre 2.1: http://www.ogre3d.org/forums/viewtopic.php?f=25&t=82936
With managedmaterials and a specular file, you can currently tell RoR how reflective something should be, but you cannot tell how rough the reflection is supposed to be.
To better show what I mean, here's three images (they're not great, but you should get the idea behind this): Glass: https://photosmash.files.wordpress.com/2012/01/img_59971.jpg Polished aluminium: http://g02.s.alicdn.com/kf/HTB1yKfkJVXXXXXIXFXXq6xXFXXXw/polished-and-machined-Forged-aluminum-truck-wheel.jpg Rough aluminium: http://www.metalworkingworldmagazine.com/files/2015/01/aluminium.jpg
You can tell the polished aluminium and glass' reflection is much more detailed than the one of the rough aluminium.
Currently, no matter how low or high you set the amount of relfection, the detail quality will always be the same.