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