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Sweet Home 3D Forum » List all forums » » Forum: Developers » » » Thread: Inspiration for Material Editor » » » » Post: Re: Inspiration for Material Editor |
Print at Dec 17, 2025, 1:51:02 PM |
| Posted by sree.arun.kr at Sep 14, 2014, 8:07:47 PM |
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Re: Inspiration for Material Editor Once again lets talk about white spot. At the opposite, I tend to think that the current settings render objects too shiny very often, and wonder if I shouldn't reduce at least default shininess to a much lower value. See the below image render in SH3D![]() and here is some test results render in sunflow 0.7.2. Comparing these images in different lights and shader settings. 1. Gi ambocc only ![]() 2. Sunsky light only ![]() 3. Ambocc+Sunsky ![]() 4. Ambocc+Sunsky+IBL ![]() 5. Here phong,shiny and mirror shaders produces different reflection when using ambocc+sunsky (lower than one reflection does not produce white spot). ![]() increasing reflection one to ten ![]() again increasing reflection ten to fifty ![]() 6. Phong reflection is works in SH3D so comparing this shader in different values and the same reflection produced in SH3D ![]() [Reflection is smoother because SH3D AA 1,2 and sunflow AA 0,0. Also gi path/ambocc +sunsky+ ibl+ point light(fake sun)] Conclusion: in phong shader reflection lies in between zero and one. ![]() Sunflow wiki manual(page17) says we can go beyond one for the reflection but will produce strange issues. I think it can be solved by switching through shaders in background when increasing reflection slider. ie: Start with diffuse then phong at spec 0.01 to 10 then switch to shiny reflection 0.1 to 1 then mirror shader 0.2 to 1 while increasing shininess slider. ![]() I hope, I explained it correctly. ---------------------------------------- ---------------------------------------- ![]() |
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