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All right now let's take a look at one more kind of map that we use to add even more or better details

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to our object over here.

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And that would be the specular map and now specular maps act kind of in the same way as a bump map.

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But whereas a map is for the bump and the look and the texture and the geometry of the mesh a specular

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map is just as it implies it manipulates the Specularia of it.

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So you can see right here that we have secularity or shiny ness.

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Pretty much all over the floor.

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Right now it's determined by this factor over here.

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So 50 it's at point five.

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So at 0 it's actually fully diffused and out one it's fully specular or fully glossy now at point five.

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It's just distributing it half and half and that's not the most realistic thing because it's kind just

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you know it's an easy way to do it but there's much better way to do it and that's using a specular

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map which just like the bump map will dictate where it's shiny and where it is diffused.

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So where it's diffuse and where it will be glossy.

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So in order to add a specular map all we have to do is going back to Photoshop.

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Let's go back to our image and now anything that is White will be specular or will be glossy or shiny

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and anything that is black will have no shine or no glossy ness to it.

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So let's go ahead and go to image adjustments brightness contrast let's bump up the contrast of Llobet.

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I don't know what just happened there.

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And the brightness I want to bring it down Also I don't want too much shine to my wooden floor everywhere

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you know I only want in a couple of places so I kind of like that feel to it you know where the white

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is right here that's where it's going to be shiny or specular and all the rest where it's black and

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kind of ish or be less or no secularity at all.

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You can see that right here in between the crack that will be no shine at all which is what we want

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to see before with just 50 percent.

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There might be secularity or shyness in between the cracks which makes no sense at all because that's

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where there should be no shininess because there's nothing to reflect against.

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So this way it actually we're able to dictate where the shininess and non-changing is.

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This is going to be pretty awesome.

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Let's go ahead.

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OK.

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File Save ads.

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Let's save this as wood floor spec for speculated secularity.

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Save that and hit OK.

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Going back into blender.

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Let's go ahead and all we have to do and one more thing we want to do on our image texture here since

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this is a black and white image texture map.

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Let's change it from color right here to non-color data.

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And now we'll just make sure that's only using black and white values and there's no color values although

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there shouldn't be but it's always good to check that.

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Now selecting this with the right mouse button shifty to copy to copy it.

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Let's bring it over here.

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And now what we're going to do is delete or hit the X to remove this image open and we're going to go

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to our specular map and open that image up.

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Now bringing the color input right here by left clicking we're going to bring it down here to the factor

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and put on our mics shader.

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Now you can see that it basically allows for the it takes this texture into consideration instead of

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the factor output that we had here previously.

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Now we obviously want to put the gloss units down a little bit as it's still a little too bright.

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So I'm going to put it or actually put it up the roughness value I'm going to put it to a point 2 7

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5 ish actually a little bit more.

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Let him put two point three five.

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I don't want too much shyness or glossing this to it.

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Also you could play around with the roughness of the diffuse Shater right here and get the look and

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feel that you want.

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I kind of like it like so.

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So now you can see that where our image texture was white.

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We have some shining eyes to it as you can see right here it's a little bit reflective.

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And again I don't want it to reflective as a wood floor is not going to be you know so I'm going to

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have a lot of shine to it but that's basically a specular map.

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It's really awesome as very simple to use and to add and gives it just that extra level of detail and

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realism.

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Now if we select our lamp by lighting here we can actually see if we had to grab it or move it around.

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Let's actually switch this light to something like an area light you can see that as we head and move

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it around.

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You can see the nice details that we have here on our plane.

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And again the cool thing is it has all this detail but it's still just a single plane image.

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So those are specular and bomp maps.

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And this is the node Ed..

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Very very useful and very cool.

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Let's go ahead and save our project control s save that project and let's take a look at our next tutorial

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and what we're going to learn there.

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But again feel free to use specular and bought maps on any kind of textures that you want to add more

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detail to.

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And it's really awesome so I'll see you in the next one.

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Ciao.

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All right.

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Very well done this tutorial.

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I'm proud of you.

80
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All right the coopt when you let the love flow from your heart you'll see that we are all connected

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never apart.

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So just give it a go.

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Begin and start.

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Let the love flow and do your part.

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There's the little poem and love is the universal language.

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Let the love flow from your heart and be love.

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Ladies and gentlemen.

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All right.

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Love is a universal language.

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See you guys in the next video again.

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Take care.

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Love yourself love everyone.

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I'll see you in the next one.

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Chuck.

