![]() ![]() lambertian shader, or rather, diffuse color for non-metals, and base specular reflectivity for metals becomes fully visible with no overlay of grazing color at all. Spec/Gloss: 0.0 Glossy (matte)= Visible specular sheen, or rather overlay of grazing color. Roughness defines the surface property both in how the specular reflection spreads but most importantly, how much of the grazing angle reflectance (white 1.0 for non-metals, white or tinted 1.0 intensity for metals)Īnd in line with that behavior manifests the following difference in practice: The big difference between these two, is that while in Specular/Glossy shader model, glossiness is purely a subset of specular reflection,Ī value (numeric or texture driven) that defines how spread out the reflection appears (and being in-line with energy conversation, more spread out obviously appears weaker), How the model currently works, is not unique to Corona, but is equally shared by Vray and MentalRay and is more a trait of the specular/glossy shader model legacy.Īnd since both Maxwell engine, and currently various real-time renderers integrated Disney's PBR model, where this is instead, swapped to "Roughness" parameter. ![]() ![]() I wanted to start a small discussion on behavior of glossiness parameter. ![]()
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