Hey,
I was wondering what "Secondary Reflections" actually is in toolbag. Like, what does it physically simulate? It effects the entire mesh, so what sort of situations is it meant for? I've had a play with it, I'm just hesitant to use it without knowing what is actually going on!
Thanks.
Replies
Its also handy for hair, because hair tends to have a primary reflection (uncolored) and a secondary, offset reflection (typically tinted the same color as the hair).
Secondary reflection = Fresnel, right? Or rather an added Fresnel effect in this case since it's already present under the primary reflection?
The reason to use secondary reflection for skin would be to simulate the base layer of skin, which is quite rough, and then the secondary layer of oil on top of the skin, which is very smooth.
The GGX shader model does a better job of simulating the characteristics of skin with only the primary reflection enabled, when compared to Blinn-Phong at least.
More details on how to do this here (last section): http://www.marmoset.co/toolbag/learn/glass
EDIT: Went ahead and did the "add" trick and it worked pretty swell. Close enough to the look I was going for. Thanks again!