Iv created a bathroom and a uv map with 3 textures- one for color, one for normal and one for specularity/ray mirror…
to describe the spec map, all the tiled areas are defined as hi spec or white, and the plastered parts as low spec or black
now I added a texture, linked it to the specularity map
under map to I clicked spec, hard, raymir
the problem is that everything is getting a uniform specularity and ray traced mirror, areas defined with a black value on the specularity map as well as white
There are alot of options in those tabs. It can be reversed, mixed… Just save your work. Turn off the auto save and play with it. There’s not really a better way to experiance it.
If I recall correctly, Spec and Ray Mirror are “addative” in how they apply to the image. Example:
Your object has a Specularity of .100, and your texture is 30% gray. (.3 value, 0 saturation) The end result is a material with .4 specularity.
Therefore, if you have a mirror with 100% reflectivity, and add a raymirror texture to it, it will go to over 100% reflectivity, which is not possible.