In the 
previous post, we saw how I got back reflections and hit another problem with bump effect as shown here.
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| Figure 1. The last render we covered. Notice the bump effect problem on the metal piece near the back wheel. | 
There is a metal piece near the back wheel that should be smooth but looks bumpy. I checked the 
Bump map slots and found that the Bump map slot 
was assigned an incorrect bitmap. Easy to fix. Other than that, I felt the bump was too strong, so I
 reduced the bump amount from the default 0.3 to 0.15. I got this render.
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| Figure 2. Bump effect fix. Note that the metal piece near the back wheel now looks smooth. | 
At this point, the render looked fine and I 
could have stopped. However, I thought I should make use of the 
painted texture maps in some way. To begin, I assigned the Specular 
bitmap to the 
Reflection Color map slot.
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| Figure 3. The Specular bitmap | 
I know that reflection color for an Arch & Design material should be close to white. How do I make the Specular bitmap, which is rather black, close to white?
I needed to cheat and I cheated in 2 steps.
First, I forced the image to be interpreted as if it had gamma value of 1.0 even though it actually had 
sRGB gamma (which is approximately gamma 2.2).
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| Figure 4. Forcing gamma 1.0 interpretation | 
Next, I manipulated the 
Output Curve of the bitmap to make it even closer to white.
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| Figure 5. Manipulating bitmap Output Curve | 
Here is a comparison to show what these steps do.
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| Figure 6. Specular bitmap comparison. 1: original image; 2: forcing gamma 1.0 interpretation; 3: manipulating Output Curve | 
With these manipulations, I got this render.
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| Figure 7. Render with manipulated Specular bitmap | 
Note that I got back the dirt details painted in the Specular bitmap. However, I found the reflection color of the dirt too dark. I know that the Diffuse bitmap has color for dirt areas, so I made another cheat: I added the Diffuse map, interpreted as having gamma 1.0, to the Specular bitmap. I used a 
Composite map to do this. Here is my setup.
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| Figure 8. Adding Diffuse bitmap to Specular bitmap | 
And here is the render that I got.
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| Figure 9. Render with Diffuse map added to reflection color | 
Now it is time to check the render from other angles.We will cover this in the next post.
Credit: The Tumbler model and textures were created by Henry Chan.