![how to make specular map how to make specular map](https://i.ytimg.com/vi/jKp7Z-jBZAI/maxresdefault.jpg)
This should probably all sound familiar and we've been using such a system for a while now. Some sort of system where we can retrieve a color value based on the fragment's position on the object? What we want is some way to set the diffuse colors of an object for each individual fragment. These allow us to influence the diffuse (and indirectly the ambient component since they should be the same anyways) and the specular component of an object with much more precision. So the material system in the previous chapter isn't sufficient for all but the simplest models so we need to extend the system by introducing diffuse and specular maps. All by all, such an object has different material properties for each of its different parts. The car also has diffuse and ambient colors that are not the same for the entire object a car displays many different ambient/diffuse colors.
![how to make specular map how to make specular map](https://cdn.lynda.com/video/361513-206-635518229332946616_338x600_thumb.jpg)
#How to make specular map windows
Think of a car: its exterior consists of a shiny fabric, it has windows that partly reflect the surrounding environment, its tires are all but shiny so they don't have specular highlights and it has rims that are super shiny (if you actually washed your car alright). Objects in the real world however usually do not consist of a single material, but of several materials. In the previous chapter we defined a material for an entire object as a whole. This is great for giving each object a unique look in comparison to other objects, but still doesn't offer much flexibility on the visual output of an object. In the previous chapter we discussed the possibility of each object having a unique material of its own that reacts differently to light.