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The only time I ever use Ambient values are for light generating surfaces. lcd
screens etc...
Cousin Ricky <ric### [at] yahoo com> wrote:
> On 2025-08-05 07:47, Mr wrote:
> Conserve_energy is intended for transparent textures; it is not relevant
> for metals (except maybe transparent aluminum).
I should have known! I stand corrected, my mistake probably came from my wish
that using such a keyword in a texture would actually constrain all of the
shading chain to be so ! (maybe Uberpov or any experimental version did it at
one point?) because having a way to add up diffuse ambient specular(s) including
phong and reflection above 1 certainly also break the conservation of energy...
I don't mind having to break out of the default for establishing realism, but, i
guess I expected that one keyword to do it would be the expected toolset's
consistency and efficiency.
> Fresnel, ior, and conserve_energy are for non-metallic textures. For
> metals, the 'metallic' keyword takes care of all these factors.
Oh! I had the distorted memory that the metallic keyword only took care of
propagating diffuse color to reflection and/or specular. Thanks
> Diffuse+reflection should be below 1; specular albedo should be
> comparable to reflection, if you use use specular at all.
why should we use the same value for specular and reflection when using both?
Say if we think of emulating a layered material with varnished mirror-like
reflectivity but a more say oily or smooth inner structure... Couldn't both
these layers have different shininess?
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