I rendered this picture, with the following imagemap (internal). In addition, I used a bump map. I used a phong shader. Does anyone knwo why there are so many nearly white spots although they weren’t on the texture map?
Probably there’s somone who can help me, I’m nearly sure that it’s not a reason of my way of looking at it…
isn’t it just a relection (or highlight) from your light source?
Yes, that looks like a specular spot. Here is a page about it from the documentation: http://www.blender.org/modules/documentation/htmlI/x4251.html
Basically, you would play around with Spec and Hard until you get the look you are going for.
but I guess the whole sphere isn’t a specular spot, is it? Otherwise, I still don’t understand why it looks that way. The texture on the sphere is easily too bright, brighter than the original picture. In addition, there’s no white color on the texture, it’s more red then later in the scene…
No. The white area is the specular spot. If you take something glossy and move it around under a light, you will see white glares appear. And they change based on how you view the object, or on how the object is turned relative to you and the light source.
Ref in the material buttons is how much light the object reflects. This may be why the texture appears lighter than you wish.
Again, play with Spec and Hard. They will alter the spots.