Vex opened this issue on May 25, 2008 ยท 26 posts
bagginsbill posted Mon, 26 May 2008 at 9:44 AM
The extreme version of what you seek (as shown in the 2D) is possible, but not going to come alone from a realism shader. We need to violate reality for this. Not a problem.
Still we'll base it on the Fresnel effect. The Fresnel effect says as your viewing angle changes, the amount of reflection changes. Surfaces facing directly at you reflect LESS than surfaces facing 90 degrees away from you, towards the side.
In order for that to happen, you need to be using a wide-angle camera, not a telephoto. You should set your camera focal length to no more than 35 mm. I used 30 mm and it worked quite well to produce visible Fresnel variation in reflection from the floor.
However to get the extreme gradient you are looking for, we have to help it along.
I don't know how your math skills are or how comfortable you are with nodes, so I don't know how to proceed; the choices are, I tell you the math and you run with it, I show you screen shots and discuss options, or I just give you a shader.
Also there is much variation possible within what you've asked for.
I'll post a few variations - you tell me which you want.
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