I think it's about 35 in any channel for specular reflectance (i.e basecolour) on metals where the physics stops working (yes, this means you cant have pure red etc.) For dielectrics it's about 50 overall luminance before stuff stops making sense mileage may vary - very few renderers don't contain huge fudges
Nice choice. The sky is your current weak spot. The roughness of the water could be more contrasted. And his scene is slightly more luminous than yours. Promising so far!
Why would you want both a metallic texture/channel and also a separate reflectance texture if this is the case? The reflectance would dictate whether it was a metal surface or not through it's luminance/coloring.
Hey everyone - I'm a freelance manager for Luminous Arts, a small visual development and arts production house working in the entertainment and gaming industries. Looking forward to taking part in the forums!
make sure you've set the modifier's luminance mid point to 0.5 ... if it's 0.0 then it will only push out, if it's 1.0 then it will only push in. 0.5 will use mid grey as mid height.
just some troubleshooting questions, was the targa exported as 24 or 32 bit? (32 is needed for alpha to work) is alpha is luminance in the texture file node checked or unchecked? (sometimes that helps)
Thanks for the comment mate, im a little confused about your seeing the bg as black. On my screen its a textured dark blue. just between .25 / .5 luminance.
I probably should ask Ron Lemen why he goes there since he does demos at the workshop, but why do people go? A stupid question, yet potentially insightful.
by CROM! ah its all right - i'd like to see more accurate ornamentation on the helmut as pictured - meh but im a frazetta/rob.e.howard purist.... can i haz lamenation of teh wimenz?