If IoR is kinda low, the parts that have high exponent, still wont look very reflective...
you have to set IoR as high as possible, if you want a perfect mirror, I.e.
Exponent map test
hmm... myba, you mean the correct thing. dunno.
low IoR - dark reflection (IoR 1 = no reflection == black, except if the ball is transparent)
high IoR - bright reflection (IoR ininite = reflects as much as light falls on material)
low exponent - blurry/noisy reflection (Exponent 0 or 1, dunno exactly, if 0 is possible = looks like diffuse)
high exponent (or simply use specular instead of phong) - sharp reflections. (infinite Exponent == specular == perfectly sharp reflection)
low IoR - dark reflection (IoR 1 = no reflection == black, except if the ball is transparent)
high IoR - bright reflection (IoR ininite = reflects as much as light falls on material)
low exponent - blurry/noisy reflection (Exponent 0 or 1, dunno exactly, if 0 is possible = looks like diffuse)
high exponent (or simply use specular instead of phong) - sharp reflections. (infinite Exponent == specular == perfectly sharp reflection)
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