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#ActualTiagoCosta

Posted 22 January 2013 - 04:34 PM

Are you calculating the lighting in linear space (instead of sRGB)?
If so, 0.3 as specular color is probably too high since the specular color of plastic is 0.03 (0.21 in sRGB).
(A list on specular color at slide 43)

Another thing I'm guessing is that you're not calculating the view vector correctly... It seems to be constant because the reflection is as strong in the ground close to the camera as from far away...

Make sure you're calculating it like this:

float3 view = cameraPositon-pixelPosition;

EDIT: Post a screenshot looking down directly at the ground.


#3TiagoCosta

Posted 22 January 2013 - 04:21 PM

Are you calculating the lighting in linear space (instead of sRGB)?
If so, 0.3 as specular color is probably too high since the specular color of plastic is 0.03 (0.21 in sRGB).
(A list on specular color at slide 43)

Another thing I'm guessing is that you're not calculating the view vector correctly... It seems to be constant because the reflection is as strong in the ground close to the camera as from far away...

Make sure you're calculating it like this:

float3 view = pixelPosition-cameraPositon;

 

EDIT: Post a screenshot looking down directly at the ground.


#2TiagoCosta

Posted 22 January 2013 - 04:09 PM

Are you calculating the lighting in linear space (instead of sRGB)?
If so, 0.3 as specular color is probably too high since the specular color of plastic is 0.03 (0.21 in sRGB).

(A list on specular color at slide 43)

Another thing I'm guessing is that you're not calculating the view vector correctly... It seems to be constant because the reflection is as strong in the ground close to the camera as from far away...

Make sure you're calculating it like this:

float3 view = pixelPosition-cameraPositon;

#1TiagoCosta

Posted 22 January 2013 - 04:07 PM

Are you calculating the lighting in linear space (instead of sRGB)? 

If so, 0.3 as specular color is probably too high since the specular color of plastic is 0.03 (0.21 in sRGB).

 

Another thing I'm guessing is that you're not calculating the view vector correctly... It seems to be constant because the reflection is as strong in the ground close to the camera as from far away...

 

Make sure you're calculating it like this:

float3 view = pixelPosition-cameraPositon;

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