@Samcake I’m referencing you on this as I’d like to discuss this not as how we’ve worked around this issue in past, but, instead - how this is supposed to work from standpoint of a coder who’s implementing the graphics engine. Again for all who might jump in and say you fix this like so - that’s not what I’m after here - I want to understand the mechanism of why we need to fix via tricks.
Given the following in Blender. A model with setting for color of specularity set to black (RGB 0,0,0) and Intensity set to 0 you see a shaded model with a light source added that has no apparent shine whatsoever. Now - bring that into HF in a zone defined space with Stage Sun Model disabled and you see something like this.
Enable Stage Sun Model and you see something like this.
Question - is that specular shine showing or something else?
Question - why does setting specular color to black and level to 0 not seem to impact shine levels? The only reliable way I’ve found to sort of control it is via applying a texture to material that only influence specular coloration. I attempted to also define one influencing specular level but that is ignored and doesn’t show in texture list for model.
For model in question you can see this in texture props
Grass is grass - noSpecular.png is a png filled with RGB=0,0,0
Without specular color control via texture the shine is greatly increased. The primary question is - is this how engine is supposed to work?