LaurieA opened this issue on Jul 09, 2012 ยท 225 posts
bagginsbill posted Thu, 12 July 2012 at 9:37 AM
Everything you have is correct, but not complete. Very close.
Here's what I will address:
The diffuse value should follow the complement of the reflection value. If you don't do this, you get a fuzzy white edge. This is easy to correct with a Math subtract. Or you could have wired diffuse and reflect directly into the Fresnel_Blend - which is how SM intended it to be used. But I prefer the way you did it for a couple reasons I won't bother explaining.
Now that we use reflection and blinn with a goal of high realism, I prefer to drive them both from the Fresnel_Blend for consistency. This is done by plugging the Fresnel_Blend into the Blinn Reflectivity, and setting its SpecularRollOff to 1 - disabling that.
In order to get a consistent outcome between reflected glowing elements and the Blinn (which deals only with light sources) some slight adjustment is called for.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)