Notes on Using Material Texture Maps
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Diffuse map - the classic color texture that specifies material color under diffuse lighting
Normal map - the blueish texture that specifies the material bumpiness
Specular map - the greyscale texture that specifies the amount of light to be reflected
● The effect of materials in SL is the most obvious and consistent with direct prim lighting. Very tricky to achieve consistent effects just under open sky.
● Of course, the Advanced Lighting Model must be enabled in your SL viewer.
● Recommended specular parameters for this floor material:
Glossiness = 100
Environment = 0
Glossy Color = white
● To make the material more shiny, increase the Glossiness value and make Glossy Color white.
● To make the material less shiny, darken the Glossy Color and/or decrease the Glossiness value.
● Check "Synchronize materials" to sync material maps with diffuse texture scale and repeats.
● Note that the Copy-Paste texture option in Firestorm still works only for the diffuse textures, ignoring both normal and specular maps. More info viz https://jira.phoenixviewer.com/browse/FIRE-12448
TERMS OF USE
1) You can use my full perm items in your builds, but never share them as full perm.
2) You can not resell or gift my full perm items.
top quality
it is awesome and super realistic, love it