Somewhere Vlado put up a thread where he was test rendering a plane with a fine bumpy displacement, and he noticed that the apparent glossiness of the plane changed as it rotated away from perpindicular (to the camera). This makes perfect sense to me -- and I'm fairly sure (can't find the thread) Vlado said that adding a falloff to the glossiness map would achieve the same effect.
If so... couldn't we just have a Frensel switch (like we have for reflection and refraction) that creates this changing glossiness automatically without bothering with a falloff map?
I guess this begs the question -- is this necessary at all -- maybe the renderer makes surfaces appear less glossy as they rotate away from perpindicular automatically? I have no idea... it's too technical for my head and I can't do a bunch of testing right now.
If so... couldn't we just have a Frensel switch (like we have for reflection and refraction) that creates this changing glossiness automatically without bothering with a falloff map?
I guess this begs the question -- is this necessary at all -- maybe the renderer makes surfaces appear less glossy as they rotate away from perpindicular automatically? I have no idea... it's too technical for my head and I can't do a bunch of testing right now.
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