Something is not right with reflection computation in my scene

Hi guys,

i have a bit of a problem computing proper reflections in my scene.
Here is the case that you can see on the sample below.
Both ball and the “metal frame” have the same material applied.
However the metal frame appears to be VERY satin like.
the material is
pure black in diffuse
pure white in reflection
glossiness 0.9 Phong
max depth 5

Iny idea whats wrong?
Shouldnt the reflection glossiness remain constant in all distances from reflected objects? i ve tested this phenomenon on various objects in our office but its just not happeninng in the realworld…

looks like in my scene, the glossiness is changing with the distance of reflected object.

thanks for help on this one

Best Regards

Well first of all the glossiness is definitely dependent on the distance. In addition a Frame and a sphere are not really good objects to compared as the sphere essentially shrinks the reflection wich does affect appearance quite harshly.

Regards,
Thorsten

ok cool Thorsten, my bad, but i would not expect 0.9 glosiness to act like this on flat object when 1.0 is a perfect mirror.
but if you say this is normal , then i am fine with it :slight_smile:

any hint how should i treat glossies then? when creating materials?
is there any knowledge base when it comes to creating falloff curves for the reflection properties somewhere on the web?
tried searching but found just cycling sites..:frowning:

It looks okay at least. If you take a look at the part close to the wall (right in the image) you can see things getting rather sharp if getting close.

Regards,
Thorsten