Rendertime on the lego model is kinda high as I was using the scene to test out a lot of indirect lighting across different MILA materials so after I got one example done I gave up :P. But here's a sphere in the same scene with the same material that is applied to the grey lego pieces. I tried to keep the examples within…
It's all a bit complicated, and I can't quite decipher some of the questions being asked, but maybe clearly defining terminology in practical terms will help: "Base Reflectivity" is how reflective your surface is, neglecting any fresnel effects. Basically, pretend the fresnel effect doesn't exist, and this is how…
@strike You should read The physics and maths of shading, the chapter on fresnel is at the page 14. The specular color is the specular reflectance of the material, this is how you indicate the material behavior. An other helpfull link : Feeding a physically based shading model You'll find how to transform IoR into specular…
Hey guys Im working on the PBR pipeline for our team and I got a really good approximation so far which im pretty happy with - However I was wondering about the use of fresnel in spec and diffuse Im looking at several render engines and games for reference and PDFs etc. I set up 2 fresnel effects now, one that lightens up…
? The thing is that the specular intensity or the metalness (not 100% sure dont have ue4) is exactly changing the fresnel refraction index. In marmoset, if intensity is on full, you have a fully reflective surface, and turning it down is effectively using a lower refraction index, or well has the exact visual…
Yes! True, In mental ray tweaking the IoR value will change the Fresnel curve. As for examples of drastically different curves, you are correct. It's a very subtle difference. But when (trying) to render realism in mental ray, even slight variations in IoR really help dial in the correct look of material types. It becomes…
Hable and I are in agreement I suspect. Basically I was saying that on rough materials, there is no angle you can view a surface where all microfacets are aligned (since its rough), so you can never really see that "100% at the edges" effect. This just is more a question of view-dependence. It does not mean that rough…