I have a wall with bump map texture on it and I would like it to reflect the lights to make the wall look shiny or wet. I’ve made a quick render, so you can actually see what I’m looking for.
a gloss map is an additional map to ur bump-/normal-map. The glossmap defines the gloss/specular values off the geometry, i think black is no gloss white is maximum gloss. You can just use a white gloss map to make your wall appear wet, but you could paint some areas darker where the wall scouldnt be so wet. Dont know what you mean with “combine them”…
Note that, if your entire surface has the same specularity (if its entirely made of the same material, no rust spots, etc) you can simply alter the material’s shininess value and you won’t have to use a gloss map.
Or in the egg file. But yeah, you can simply create a new Material, setShininess to the desired value, and use setMaterial on your NodePath to assign it. Consult the API reference for more details.