Graphics Programs Reference
In-Depth Information
Note
Just to be clear, we need to restate that reflectance and reflectivity are not dif-
ferent aspects of light; they are simply different visual results created by altering
the direction(s) in which light bounces. This directional change is caused by the
unique properties of the surface with which the light interacts.
To be able to set realistic and believable levels of specular reflection in our materials,
we would again need to take time out to carefully research the physical makeup of
the surface we are recreating in order to understand how it would interact with the
light striking it. Having done that, we will then be in a position to make informed
changes to our materials rather than simply punching in arbitrary values based only
on guesswork.
How glossiness controls work
While creating the two extremes of either a completely diffuse or completely re-
flective surface is a fairly simple and straightforward process when using either the
Standard or V-Ray Material types, getting the correct look for a surface that lies
somewhere in between will require a little bit of extra work and the use of an extra
set of parameters in the form of the material's glossiness controls.
Although, in reality, the controls found in each of these two materials work identically,
the defaults have been set up a little differently as seen in the following screenshot:
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