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> Lately, in my modeling of textures, I have been trying to avoid using
> specular or phong highlight models (in fact, I don't know when the last
time
> I used them was) in favour of fresnel reflection, visible light sources
and
> surface 'micro-normals'
May sound attractive to use such techniques but the rendertime > down the
abyss... And doesn't look much different in the end, based on my tries...
Does fresnel make any difference unless a material has an IOR value? I
think, only transparant objects should have IOR... Tell me I'm wrong?
Regards,
Hugo
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