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clipka <ano### [at] anonymous org> wrote:
> Most diffuse surfaces have a brilliance quite close to 1.0. (Aside from
> that, radiosity doesn't currently support brilliance settings other than
> 1.0 anyway.)
What about metallic surfaces? Is there a typical value? I find that 2.5 to 3.0
makes a good metallic impression on surfaces with low specular reflection.
> By the way, when defining new materials it is good practice to use the
> "albedo" keyword for all diffuse, specular and phong, as this allows to
> employ a few rules that help you get realistic results (not only in
> HDR-lit scenes):
>
> diffuse albedo D
> specular albedo S
> phong albedo P
> reflection { R fresnel }
>
> For realism, you usually want D+R<1 and S+P<R, with S+P=R/2 being a good
> guesstimate.
Wait, what?
I was under the impression that S+P should be equal to R, at least for polished
surfaces. Is this the case with metallic reflection, or does it only apply to
non-metallic variable reflection (such as, I presume, bright red enamel paint)?
I was mere hours away from uploading years of work on metallic finishes to the
Object Collection, and I need to know if I'm about to make any embarrassing
blunders.
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