PeterBitt wrote:Scrawl, might it be that speculars only reflect the light of the sun/moon and dont take any other light sources in account?
It is kinda hard to tell for me as the light sources in MW/OpenMW are so dull and I am not sure if e.g. a torch doesnt cause specular reflections only because its not intense enough?
What I have in mind is that I would like some materials to reflect the light of your torch as you stand in front of it.
You are correct. Only directional lights have specular at the moment. This will change in the future, but there's a few reasons for not doing it at the moment:
- MW's lights don't have any specular colors defined. For the sun / moon light, assuming that specular = diffuse color
kinda works out (doesn't look too bad). But I think most point lights will need manual adjustment of specular color to look good. Especially due to how liberal point lights are used (atmospheric background lighting, negative light for dark corners etc)
- Performance reasons. I don't want to calculate specular for all 8 lights in the shader, especially when the default meshes don't even make use of specular. We could later make an UI option to enable it, once we have proper specular colors per light.
Something that would be a great addition to OpenCS: a light intensity setting for the lightsources!
Really, no need for intensity or anything. Add a specular color property and it'll be fine.
Are HDR and Bloom shaders planned for 1.0 release?
No.