So that wouldn’t be the answer to the problem…Īll materials of one object have specular value, indeed, but unless told otherwise, e.g with the use of a specular map, any 3D program will apply the same value of specularity along the surface of the model. PS: I know that one can use the AO map as a starting point for a specular map, but it would still ignore the available spec-settings that are already defined in the material settings.
So in this matter I can only ask kindly, hoping the best) I try to contribute to the blender community in other ways possible compatible with my skills. (Sorry, I really can’t solve this problem. Is there someone interested in this feature? Or am I missing sth? I guess there is no solution to this problem right now, so a script that could be integrated into the blender trunk later would be necessary. It would be awesome to have this feature, because if you have a model with several different materials you have already set the specular values… but you can’t transfer them to a single map to be used in an external game engine.
I am not skillful enough, so I thought I might suggest a useful feature for blender, hoping that some coder who is, might like the idea or the challenge…Īt the moment, you can bake all kinds of maps in blender: AO, normals, textures, displacement and full render.īut there is no possibility to bake specular maps (