templargfx opened this issue on Apr 15, 2014 · 67 posts
templargfx posted Fri, 18 April 2014 at 1:09 AM
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@Templar**
The one on the right looks less waxy although you didn't say which is which, and the math nodes just go right over my head right now.If the one on the right is the one we're seeing in the nodes, I'd say there's some success even on the first try, but if it's the one on the left then maybe the bumps aren't the correct tightness together or the correct height.
Basically, that's what I'm getting at here; the rougher the finish something has, the more diffused or softer the specular highlight becomes. Think of frosted glass compared to shiny glass, the difference is the frosted glass looks dull because of the ultra-tiny bumps, but polish it up and you get normal glass again. In other words, it's a matter of playing with nodes until you are able to alter the hardness of the specular through playing with bump but without adjusting the specualr (for the most part, anyway).
I used to test it on a sphere and cube with just one light in the scene, no distractions.
The image on the left is without "finish" and the image on the right is with.
I am really liking the look of the shader with this noise added to it, you are correct that it looks less waxy and more natural. I am just tweaking some nodes now to try and improve specular, which was dulled significantly by the noise.
Baggins, I am unsure how feasible using the reflect node for skin based specularity is, I just gave it a quick try, and you need some serious render settings to get anything approaching solid specular. And I think most people are not going to go down the route of lightless rendering, at least for now.
Thanks for the renders of different blinn and reflect levels. They are enlightning!
I am sure the KS_Microfacet node works with infinite lights also
TemplarGFX
3D Hobbyist since 1996
I use poser native units