Specular
glTF extension: KHR_materials_specular
glTF properties: specularFactor · specularTexture · specularColorFactor · specularColorTexture
Specular provides additional control over the Fresnel / F0 reflectance of a dielectric PBR material. specularFactor scales the overall specular intensity; specularColorFactor tints the specular highlight color. Requires KHR_materials_specular to be enabled in the export options.
| Shader | Factor attr | Color attr |
|---|---|---|
standardSurface, aiStandardSurface |
specular |
specularColor |
openPBRSurface |
specularWeight |
specularColor |
StingrayPBS |
not supported | not supported |
Specular intensity
Factor only
standardSurface, aiStandardSurface: Set specular on the shader.
openPBRSurface: Set specularWeight.
Only written when the value differs from the default 1.0 by more than 0.001. Exports as specularFactor.
Texture only
Color space: Raw
Connect the texture outColorR to the factor attribute:
standardSurface · aiStandardSurface:
aiImage.outColorR → shader.specular
file.outColorR → shader.specular
openPBRSurface:
aiImage.outColorR → shader.specularWeight
file.outColorR → shader.specularWeight
Exports as specularTexture.
Factor + texture
glTF computes: specularFactor × specularTexture
- Connect the texture
outColorR→multiplyDivide.input1X. - Set the multiplier in
multiplyDivide.input2X. - Connect
multiplyDivide.outputX→shader.specular(orspecularWeight).
The multiplier exports as specularFactor.
Specular color
Factor only
Both standardSurface/aiStandardSurface and openPBRSurface use specularColor.
Only written when the value is not default white [1, 1, 1]. Exports as specularColorFactor.
Texture only
Color space: sRGB
Connect the texture outColor to specularColor:
standardSurface · aiStandardSurface · openPBRSurface:
aiImage.outColor → shader.specularColor
file.outColor → shader.specularColor
Exports as specularColorTexture.
Factor + texture (color tint)
To tint the texture color, use a colorComposite or multiplyDivide node. A scalar factor from multiplyDivide.input2X exports as specularColorFactor (broadcast to all three channels).
UV transform
file nodes: set repeat, wrap, mirror, offset, and rotation on the connected place2dTexture.
aiImage nodes: wrap, scale, and offset export natively; rotation requires a place2dTexture.
UV set: assign via Maya's UV Set Editor or UV Linking — see UV Set Selection for node-type differences.
Notes
- Specular intensity texture is
Raw; specular color texture issRGB. They are independent textures in glTF — there is no combined packing. specularFactoris only written when it differs from the default1.0.specularColorFactoris only written when the color is not white[1, 1, 1].openPBRSurfaceusesspecularWeightinstead ofspecularfor the intensity attribute; both shaders sharespecularColorfor the color attribute.StingrayPBSdoes not exportKHR_materials_specular.