Before Lotta/VStitcher 2019 April Edition, the applications used Phong Shader. 2019 April Edition replaces this with Physically Based Rendering (PBR).
The following table summarizes how, using Phong shader and PBR, specular effects are represented.
|Specular Effect Parameters|
Note: when specular tint has a value, it inherits its color from the diffuse color.
The following table shows in outline how each of the PBR parameters for specular derive their value.
|PBR||Value Derived From Phong Shader|
Formula applied to specular color values
Formula applied to specular spread value, provided that value is not equal to zero. If specular spread is equal to zero, roughness intensity is set to zero.