pjz99 opened this issue on Jul 14, 2010 · 163 posts
bagginsbill posted Fri, 16 July 2010 at 7:49 AM
I want it to work as intuitively as possible. I'm trying to achieve a simple and obvious continuum from 0 to 1 where Shine does what you expect.
That one parameter simultaneously controls many others. As shine increases:
IOR increases
Reflection Value increases
Reflection Quality increases
Reflection Blur decreases
Specular Value increases
Specular Eccentricity decreases
Specular Rolloff increases
Bump decreases
Some of these are non-linear. The notion of master "Shine" is not a concept in physics, but a subjective one that I'm trying to capture, even though I'm not sure we all exactly agree on what Shine = .3 means versus Shine = .7. But I'd like to make a decision and settle on it, because I want a standard way to control Shine in every shader I produce, so I never have to explain it again.
I think the master Shine is really important, because unless you're me or ice-boy or some other incredibly detail-oriented shader jockey, you probably don't know what to do with those 8 values to make something more or less shiny. I'm trying to capture what I do when I go for a certain look in that one parameter.
Here is a visual catalog of Shine. (Click it) The first is .05, then .1, .2, .3, etc. all the way to 1, in steps of .1. The last one is, of course, patent leather.
Does this look like what you intuitively expect "Shine" to do?
Note that below .3 it doesn't look like leather, but rather like satin. That's odd, isn't it? Do we care?
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