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.
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?
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?
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