Texturing ========= Diffuse By diffusing an object, you limit the amount of colour that is reflected back by the light. * To avoid desaturation if your surface has a diffuse amount of 80%, you should make all your colour maps 20% lighter than they would ordinarily appear to be. Specularity Determines how shiny it is and how light is broken up by it's surface. * How the world has "made it's mark" on the object. Glossiness Determines the size of the hotspot on the object surface. * Depends on the specularity. Bump * On scrutched surface, specularity between bumps is lower than on the bumps. Reflection * The more reflective and object is, the lower its diffusion. Transparency * Frensel effect: The larger the angle you look at a transperant object (max(alpha) = 90*) the lower the reflection and vise versa. Translucency The ability for an object to be backlit without being transparent.