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Tek wrote:
> Interesting example, but are you sure you're using equivalent values of
> roughness and phong_size? on the top 2 it looks like you've got a much
> smaller phong highlight than specular. I generally reckon phong_size 50 is
> equivalent to roughness 1/50.
The top two use default values. For the bottom two, I adjusted the
values to make the highlights approximately the same size.
> One thing I've noticed about specular is it gets a hard line through it when
> you're using large highlights with rim lighting (i.e. lightsource behind the
> object). In this picture specular's on the left and phong's on the right. In
> this situation specular looks completely unrealistic IMO.
This is because specular highlights are much stronger near the horizon.
Unfortunately, the highlight overlaps the shadow line. You can
overcome this by using an area light, of course. The phong looks
better because the highlight is smaller, fading out before it hits the
shadow line.
...Chambers
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