maxxxmodelz opened this issue on Jun 07, 2012 · 636 posts
face_off posted Wed, 20 June 2012 at 7:35 PM
With NO blend (of either type), because the lightsource is 360 degrees around the object, there is no reflection definition.
The fresnel_blend reduces the camera facing poly reflected specular to about 1/3 of that at the rim.
I can see this definitely helping if you have large area lightsources. The other bonus is, if you have large area lightsources, you can reduce the Reflect node quality a heap, and reduce the IDQ, saving on rendertime in both cases.
So hats-off to BB - I'm sold.
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