images when applied to the various surface settings results questions
![StratDragon](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/userpics/761/n7BBA6684A7DE.jpg)
so I've been meaning to ask if someon can explain or point me to a document that explains this better.
I'm working in 3Delight so bear with me, I'm used to Lux
I'm going to assume a few things and I profess to not know all of them so I'm looking to clarify.
ª Diffuse color is the skin color or surface color of an object
• Diffuse strength is the strength of that color when rendered, the lower the value the more back is introduced to the full strenght of that color?
• Applying an image to the diffuse color will overlay an image, what if I apply a txture to the Diffuse Strength?
• Glossiness is reversed? 100% is no gloss and 0% is total highlight (does it interact with refection and/or refraction)?
• Secular color is the color of a highlight when light reflects from it?
• What the difference in adding an image to the glossyness, the specualr color and the specualr stenght? I'm guessing Specualr color is where I would put the specualr map for a model that has them. Is that the case?
• Multiply Secular Though Opacity? What is this and why is it on?
• Ambient Color: What's the purpose of having it black and how does it affect 3Delight?
what is the purpose of having a texture in this value?
that's it if anyone wants to venture or post to a simple explanation it would be greatly appreciated.
Comments
The map will adjust the strength of red, green and blue independently.
Glossiness is not reversed - the glossier a surface is, the smaller the highlights are. At 100% they shrink to a point.
It depends on the map - coloured maps probably go in colour (controlling the highlight colour), grey scale in strength, controlling the strength (opacity) of the highlight. A map in Glossiness controls the size of the highlight.
It means there is no highlight on transparent surfaces, and a weaker highlight on semi-transparent areas. Usually that's what you want, if the opacity is being used to hide parts of the mesh, but for glass or water you might want to turn it off since it's the reflectiveness that reveals the item.
Ambient applies to surfaces that aren't receiving direct light - it is multiplied with the Diffuse colour as if a non-directional light of that colour were bathing the surface. It fakes the effect of indirect light, but very crudely - generally if you want an ambient effect you would use an environment light. Black switches it off (no light).
If you are going to apply an image to Diffuse strength, make it a greyscale image, like other control images....a good one to put there, if you have one, is a 'baked' Ambient Occlusion map. It will 'darken' the shadowed/occluded areas.