When using the BlendMtl in additive mode, energy conservation can be broken making the material physically incorrect because the values of the spec total more than 1. I know there has been some talk about addressing this internally in the material (either by adding a second spec to the VrayMtl or by creating a new GlossMtl which uses a Fresnel mask.
In the meantime, I'm wondering if there is perhaps a way -- using the various nodes in the Maya Hypershade -- to normalize the result of the base and coat layers of the blendMtl in addtive mode so it is energy conserving? Anyone know a clever way to do this?
In the meantime, I'm wondering if there is perhaps a way -- using the various nodes in the Maya Hypershade -- to normalize the result of the base and coat layers of the blendMtl in addtive mode so it is energy conserving? Anyone know a clever way to do this?
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