Hey folk, doing an experiment here, and I'm looking for some feedback.
Check out the following photos of a dielectric, Picture 1 is a series of red balls that are reflective and with high glossiness (low roughness).
The IOR of the surface is approx 1.3, notice how the sky reflection is stronger at the edge and less in the middle, this is a perfect example of the fresnel effect.
Now I took sandpaper and made one of the balls rough.
Notice how the reflection of the light is now blurry.
Now lets bring it outside, notice how we can still see a fresnel effect on the surface, with the edge going brighter than the center.
However, note the colors I picked from this photo. On the glossy ball, you get a bright fresnel edge. On the rough ball, the fresnel edge is not as bright.
I assume this is because an identical amount of light energy is hitting each ball. But the rough ball is spreading that energy over a larger surface (hence blurry reflections), so you have less energy in a specific spot, like spreading the same amount of butter over a larger piece of bread, the butter will be thinner.
Here's a similar setup in vray, with 3 spheres, one with a Glossiness of 1, one with a Glossiness of 0.7 and one with a Glossiness of 0.3. Notice how the amount of energy seems to remain stable.
So if I want more realistic values from vray, should I reduce the overall reflectivity as the surface gets rougher? Would it be possible to get an automatic formula added to the material to do this? Are my results incorrect? Is there already a more automated way of doing this I don't know about?
Any advice or thoughts are appreciated.
- Neil
Check out the following photos of a dielectric, Picture 1 is a series of red balls that are reflective and with high glossiness (low roughness).
The IOR of the surface is approx 1.3, notice how the sky reflection is stronger at the edge and less in the middle, this is a perfect example of the fresnel effect.
Now I took sandpaper and made one of the balls rough.
Notice how the reflection of the light is now blurry.
Now lets bring it outside, notice how we can still see a fresnel effect on the surface, with the edge going brighter than the center.
However, note the colors I picked from this photo. On the glossy ball, you get a bright fresnel edge. On the rough ball, the fresnel edge is not as bright.
I assume this is because an identical amount of light energy is hitting each ball. But the rough ball is spreading that energy over a larger surface (hence blurry reflections), so you have less energy in a specific spot, like spreading the same amount of butter over a larger piece of bread, the butter will be thinner.
Here's a similar setup in vray, with 3 spheres, one with a Glossiness of 1, one with a Glossiness of 0.7 and one with a Glossiness of 0.3. Notice how the amount of energy seems to remain stable.
So if I want more realistic values from vray, should I reduce the overall reflectivity as the surface gets rougher? Would it be possible to get an automatic formula added to the material to do this? Are my results incorrect? Is there already a more automated way of doing this I don't know about?
Any advice or thoughts are appreciated.
- Neil
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