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affect specular/reflection on per material basis for rect light?

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  • affect specular/reflection on per material basis for rect light?

    Hi,

    Is there an way to set the "affect specular" and "affect reflection" of a rect light on per-material basis for finer optimization/control? Something similar to mental ray's miaX material's "No Highlights for Visible Area Lights"? If I enable this in a miaX material, then I won't see the highlights of area lights in the render.

    Thanks!
    always curious...

  • #2
    Hey Jason,

    I do not have vray open and I am not sure if this is how you would do it but maybe on your shader you can uncheck "Lock Highlight and Reflection Glossiness" and then set the "Highlight Glossiness" to 0?

    Let me know if this works.

    Best,

    Rich

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    • #3
      Hey Rich,

      Just gave it a shot and that turned the highlight (the specular reflection of the area light seen on my test sphere) into a big glossy blob....

      - Jason
      always curious...

      Comment


      • #4
        ah ok. so not that then

        not sure without looking at vray then but i am not at work today.

        sure one of the devs will have an answer.

        interested to hear.

        best,

        rich

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        • #5
          Sure thing. Thanks for chiming in, Rich. Hope to hear some feedback from the dev or others.

          - Jason
          always curious...

          Comment


          • #6
            Rich is almost right, just set the highlight to 1.0, not 0.0.

            Best regards,
            Vlado
            I only act like I know everything, Rogers.

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            • #7
              Thanks Vlado. That's what I am looking for.

              In terms of to be more physically-accurate, should I set this behavior by default (un-check the "Lock Highlight and Reflection Glossiness" and set the Hilight Glossiness to 1.0)? Thinking this because, by default, miaX material enables the "No Highlights For Visible Area Lights". Or Vray and mental ray have different way to differentiate area light's specular and reflection contribution to materials?
              always curious...

              Comment


              • #8
                Originally posted by jasonhuang1115 View Post
                In terms of to be more physically-accurate, should I set this behavior by default (un-check the "Lock Highlight and Reflection Glossiness" and set the Hilight Glossiness to 1.0)?
                Nope. The physically accurate value is the default one where the two glossiness values are locked together.

                Thinking this because, by default, miaX material enables the "No Highlights For Visible Area Lights". Or Vray and mental ray have different way to differentiate area light's specular and reflection contribution to materials?
                Substantially different, yes. V-Ray needs both the reflection and the highlight for a correct result. It would be best to "forget" what you know from mental ray

                Best regards,
                Vlado
                I only act like I know everything, Rogers.

                Comment


                • #9
                  Hey Vlado,

                  Thank you for the clarification. Really informative and helpful.

                  - Jason
                  always curious...

                  Comment


                  • #10
                    Originally posted by vlado View Post
                    It would be best to "forget" what you know from mental ray
                    haha.

                    thanks vlado.

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