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Specular without Reflection? How?

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  • Specular without Reflection? How?

    Hi all

    How can I get a glossy specular on a material, without getting any reflection? As in I want highlight glossies, but no reflection

    So for example if I set the colour swatch to pure white, highlight glossies on 0.7 and leave reflection glossy on 1
    The reflection glossy is the problem. no matter what this value is, it still reflects stuff, but I only want highlight glossies.

    Hopefully I'm explaining it in a way to easily understand?
    Kind Regards,
    Morne

  • #2
    Turn off "trace reflections" from the material options. That way you will get specular only.
    Lasse Kilpia
    VFX Artist
    Post Control Helsinki

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    • #3
      Out of curiosity, why do you want that?
      admin@masteringcgi.com.au

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      • #4
        One example could be to add an additional spec layer on a material.
        Rens Heeren
        Generalist
        WEBSITE - IMDB - LINKEDIN - OSL SHADERS

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        • #5
          Another example, when having a lot of glossy objects, and inspecting the reflection vs specular passes we can win some rendertime cutting off those reflection which are almost invisible, when the hole effect lays on specular mostly.

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          • #6
            Originally posted by Slazzo View Post
            Another example, when having a lot of glossy objects, and inspecting the reflection vs specular passes we can win some rendertime cutting off those reflection which are almost invisible, when the hole effect lays on specular mostly.
            Makes sense!
            Does that extra time make a massive difference in animation? Print wise, I've just dealt with the render times :/
            admin@masteringcgi.com.au

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            • #7
              'extra time' is a lot less if you use mini maxscripts to do it for you, You can easily turn off reflections based on some settings like if the glossy is less than x, fresnel on and reflection value or map overall look is darker than gray, or any of the material properties you decide makes sense to consider. Same way I do with reflection/refraction depth...at the end I have to inspect the passes and maybe tweak something individually, but the amount of rendertime we win for animations it's minutes*frame count = a lot! but doesn't make much sense for stills.

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              • #8
                Originally posted by Slazzo View Post
                'extra time' is a lot less if you use mini maxscripts to do it for you, You can easily turn off reflections based on some settings like if the glossy is less than x, fresnel on and reflection value or map overall look is darker than gray, or any of the material properties you decide makes sense to consider. Same way I do with reflection/refraction depth...at the end I have to inspect the passes and maybe tweak something individually, but the amount of rendertime we win for animations it's minutes*frame count = a lot! but doesn't make much sense for stills.
                I was going to say! Seems like an alien workflow to me.

                Print is so simple, just slap some shaders on a fresh HDR preset scene and go. HDR light studio handles the difference
                admin@masteringcgi.com.au

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                • #9
                  You guys should look up the GGX shader for vray.

                  http://www.shlyaev.com/rnd/37-cpp-category/54-ggx
                  Dmitry Vinnik
                  Silhouette Images Inc.
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                  • #10
                    Originally posted by grantwarwick View Post
                    Makes sense!
                    Does that extra time make a massive difference in animation? Print wise, I've just dealt with the render times :/
                    Very much so. I've got semi transparent (animated) curtains hit by sunlight i'm rendering right now... trace reflections on nearly doubles my render time and it's near impossible to tell the difference. there's a slight difference when you flick between them - but you cant tell why. The specular highlight is essential to the look of them though.

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                    • #11
                      Originally posted by Morbid Angel View Post
                      You guys should look up the GGX shader for vray.

                      http://www.shlyaev.com/rnd/37-cpp-category/54-ggx
                      http://forums.chaosgroup.com/showthr...747#post605747
                      admin@masteringcgi.com.au

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