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Specular Configuration Guide

This section covers NiloToon's various specular features, including Hair Specular, Kajiya-Kay Specular, PBR Specular, Metallic Materials, and Stocking Materials.


Hair/Toon Style Specular

For hair materials, using Specular Method = Toon will provide better toon specular results, since it is easier to control the specular area/shape artistically.

Specular Method Toon setting

Then adjust the following 3 parameters until the specular looks good for hair.

Hair Specular example parameters

Setup Example

  1. Assign a Specular Mask first - this limits where the specular can appear
  2. Set Area Remap Strength to 1
  3. Adjust MidPoint appropriately (e.g., 0.5)
  4. Set Softness to 0.05

If You Want PBR Specular

For realistic specular like a PBR shader, use Specular Method = GGX PBR and adjust Smoothness instead of using Style Remap.


Kajiya-Kay Specular (Hair)

Kajiya-Kay Specular example

This is a very rarely used feature, designed for producing a dynamic hair "Angel Ring".

Kajiya-Kay Position Offset adjustment

To produce better specular, Position Offset needs to be manually adjusted for each hair material.

Usage Limitations

This feature requires all UV islands in UV0 (first UV set/channel) to be lined up vertically (all hair root vertices at the top of the UV, and tips at the bottom of the UV). Most models' UV0 do not have this special format, so this feature is generally not recommended.

UV vertical alignment requirement

Only when UV0 is set up this way will the auto-generated tangent using UV0 produce the correct data for this feature to calculate accurate hair specular.

Using with Regular UV Models

If your model only has regular UV, you can provide an additional UV to use this feature.

UV Channel Purpose
UV0 Vertically aligned special UV
UV1 Regular UV for BaseMap color

With this data setup, the auto-generated tangent using UV0 will work correctly, and you can sample the BaseMap color using UV1.

UV setup example


Specular & Smoothness

The following groups are typically used together:

  • Smoothness/Roughness (Specular)
  • Specular Highlights

Specular & Smoothness groups

Main Uses

  • Realistic cloth/plastic/metal PBR reflection
  • Realistic skin reflection (sweat/oil/water effects) - used for swimsuit outfits, sexy models, etc.

Complementary Maps

Specular results will be greatly improved by using the following PBR maps together:

Map Type Purpose
Normal Map / Detail Map (Normal) Surface detail
Smoothness / Roughness Map Reflection intensity
Occlusion Map Ambient occlusion
Metallic Map Metallic property

Packed Texture Support

Packing Smoothness, Occlusion, and Metallic into a single texture is common practice. NiloToon can read a target channel from a texture, so you can use these PBR packed maps directly.

MatCap (Add/Specular/RimLight) is also frequently used together. While not PBR or realistic, it provides stable specular from a matcap texture that does not depend on light direction or color.

GGX PBR vs Toon Specular

In the Specular Highlights group, the default Specular Method is PBR GGX. It uses the PBR specular algorithm, and you primarily control the specular shape using the Smoothness/Roughness slider.

PBR GGX setting

Smoothness Adjustment Examples

Smoothness Value Result
0.3 Smoothness 0.3
0.5 Smoothness 0.5
0.7 Smoothness 0.7

When Specular Method = Toon, it uses the classic NPR specular algorithm, and Smoothness is ignored. You control the specular shape manually using the Style Remap sliders. This is well suited for setting up hair specular with a Reflection Shape Mask.


Specular Intensity in Shadow

Control specularInShadowMinIntensity in NiloToonCharRenderingControlVolume.

Shadow area Specular intensity Volume setting

Shadow area Specular intensity result


Metal/Reflect/Rim/Specular Material

You can use the following features within the character material to create metallic materials.

(1) MatCap (Alpha Blend)

Typically generated by AI tools (e.g., Nano Banana 2).

MatCap Alpha Blend setting

MatCap Alpha Blend result

(2) Environment Reflection

Displays the scene's Reflection Probe data. This feature requires you to bake Reflection Probes in the scene.

Environment Reflection setting Environment Reflection result

(3) MatCap (Additive)

Ideal for adding rim light or highlights using a matcap texture.

MatCap Additive setting MatCap Additive result

(4) Specular Highlights

Specular Highlights setting Specular Highlights result


Black Stocking Material

To produce the black stocking effect, use BaseMap Stacking Layer.

Before Stocking applied Before applying BaseMap Stacking Layer

After Stocking applied After applying BaseMap Stacking Layer

Setup Method

Configure the BaseMap Stacking Layer as follows:

Setting Value
Blending Mode Multiply RGB
Mask UV Mode MatCapUV
Mask Texture Select Matcap_ShadowSoft
Layer Content Color A dark color (e.g., black or deep gray)

Black Stocking Layer settings

This allows you to tint a surface only at grazing angles. Adjust the Mask's Remap (0 to 1) to fine-tune the shape of the black stocking effect.

Adding Specular Reflection

Once the edge tint effect is complete, add specular reflection, which is another important element of the black stocking effect. See the Specular & Smoothness section above.