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clipka <ano### [at] anonymousorg> wrote:
> Instead, for a polished material, a value of
>
> specular 0.25 * ((1/ROUGHNESS)+1) * REFLECTION
>
> or
>
> phong 0.5 * (PHONG_SIZE + 1) * REFLECTION
>
> is actually realistic, [...]
How is this relationship affected if the material isn't "polished"?
How is this affected by variable or fresnel reflection?
Is there any relationship between reflection and roughness/phong_size?
> BTW there's also a similar law goverining the "diffuse" parameter: If
> you set "brilliance" to anything but 1, you should set "diffuse" to a
> maximum of
>
> diffuse 0.5 * (BRILLIANCE + 1)
>
> which would correspond to a diffuse reflection of 100%.
Does this mean that you can set diffuse > 1 if brilliance is > 1?
In metals.inc and golds.inc, brilliance is increased as reflection is increased.
Is there such a correlation in reality, or was that just the way it was decided
to define the textures?
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