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Posted 21 September 2011 - 03:00 PM
Posted 22 September 2011 - 06:15 AM
It is just a sharp relfection of the surrounding light, specular lights are just a simulation of the reflection of very bright light sources, which could be dimmed by the gloss factor. I would try out the following basic formula:
When applying reflections to my materials, which component of lighting should it be under? I'm out like to say specular, but diffuse may be more accurate. Materials that aren't reflective should be blended by the material color of that component of lighting reflections are applied to, right? For example, a reflective surface that is 50% reflective should multiply the color from the reflection map by 0.5, and the material's, say, diffuse color by the reaming 0.5. Is this correct?
I = em + dot(L,N) * diff + (reflection + pow(dot(L,R),spec))*gloss*fresnel em = emission diff = diffuse spec = specular exponent gloss = gloss fresnel = fresnel formula reflection = value from your reflection texture L = light vector N = surface normal R = reflected eye/camera vector I = final intensity
Posted 22 September 2011 - 02:10 PM