Re: Inspiration for Material Editor

by sree.arun.kr » Sun Sep 14, 2014 8:07 pm

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
Image
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 Image
2. Sunsky light only Image
3. Ambocc+Sunsky Image
4. Ambocc+Sunsky+IBL Image
5. Here phong,shiny and mirror shaders produces different reflection when using ambocc+sunsky
(lower than one reflection does not produce white spot).
Image
increasing reflection one to ten Image
again increasing reflection ten to fifty Image
6. Phong reflection is works in SH3D so comparing this shader in different values Image
and the same reflection produced in SH3D Image
[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. Image
Image
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.