I'm wondering if there is a way to do that? Of course we don't all use real world lights and we often use hdr or even ldr images in our environments.
I wonder if I could tell an object that it is reflective, but it would Not reflect dark images. This is not physically correct of course, but unless you have accurate lighting and reflection maps then you might want to have a little help getting what you want, right?
So what I'm hoping to be able to do is use some sort of threshold, maybe using a falloff map or gradient somehow, to control the value that is reflected. Dark reflections make the object darker, but in real life things aren't perceived like that. When you look at a white reflective object you see the bright white highlights and some of the really dark things and you pretty much miss out everything between. Although, sometimes you may not even want to see the dark reflections.
Is there a way to control what values are reflected and not just objects? What if I wanted to say blue tints reflect less than red ones? I might want only midtones reflected to reduce contrast, or increase contrast by saying only bright or dark areas are going to reflect at a high value.
I'm just wondering if someone might know a way of doing this.
I think this is especially nice for refractions. That way I could control the refraced object without having to use a different map for reflection than refraction, something that I don't even know how to do right now. Is that even possible in one pass?
I wonder if I could tell an object that it is reflective, but it would Not reflect dark images. This is not physically correct of course, but unless you have accurate lighting and reflection maps then you might want to have a little help getting what you want, right?
So what I'm hoping to be able to do is use some sort of threshold, maybe using a falloff map or gradient somehow, to control the value that is reflected. Dark reflections make the object darker, but in real life things aren't perceived like that. When you look at a white reflective object you see the bright white highlights and some of the really dark things and you pretty much miss out everything between. Although, sometimes you may not even want to see the dark reflections.
Is there a way to control what values are reflected and not just objects? What if I wanted to say blue tints reflect less than red ones? I might want only midtones reflected to reduce contrast, or increase contrast by saying only bright or dark areas are going to reflect at a high value.
I'm just wondering if someone might know a way of doing this.
I think this is especially nice for refractions. That way I could control the refraced object without having to use a different map for reflection than refraction, something that I don't even know how to do right now. Is that even possible in one pass?
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