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How to lengthen specular reflection ?

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I believe that the older "area light" stuff they presented back then isn't actually used anymore. It was a really rough approximation, and their specular model in general had a few problems. If you go with a "standard" microfacet BRDF with proper D + G + F terms, you should get "lengthy" reflections without doing any special work. You can look at my course notes from SIGGRAPH for an example of a GGX-based microfacet specular model, and you can also look at Brian Karis's course notes from the same course to see a more recent update on what they're doing for UE4.

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