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Bryan Valencia wrote:
>
> Just to give it some scale.
The floor appears to be using blurred reflection of some sort. Two
things you might consider are (1) making it variable reflection as well,
since I would expect that from a floor like this, and (2) reducing the
diffuse value of the texture's finish. With constant reflection, this is
easy; multiply the diffuse by the amount of non-reflection. With
variable reflection, you can guess at a good value (even an incorrect
one will help), or take the time to calculate one...
I wish there was a keyword similar to conserve_energy that reduces
diffuse the way that conserve_energy reduces transmit.
-Xplo
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