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I usually follow the rule that
ambient + diffuse + reflection = albedo of the surface
The logic is simple: all these model some form of reflection, with
'specular' simulating a near-specular reflection of the light source and
should therefore be roughly equal to 'reflection'.
If the equation falls short of 1 it means some of the light is absorbed
(which is true for most surfaces).
Margus
Robert Dawson wrote:
>
> This means that such an object will typically give off more light than
> hits it, which is why "hall-of-mirrors" scenes tend to get so bright. The
> objects are, as it were, "lasing"! A ray bouncing off four "diffuse 1
> reflection 1" mirrors will consist of:
>
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