Using the last image from the Specularity examples, you can see the difference: A low Glossiness is equal to a high roughness and vice versa. When some level of Specularity exists, Glossiness determines how rough the surface is. Specularity from left to right: at default 5 % Specularity at 50%, Diffuse at 50% Specularity at 90 %, Diffuse at 0 % Glossiness (Scalar) By default, Specularity is set to 5 % because everything has a little reflectivity. To give an object a shine and slight reflectivity, stick to 0-20 % values. Where in previous versions of LightWave you'd think nothing of having Specularity settings of 100 %, now you'd only want that if you want perfect reflections. The math behind Lights is also more physically-based and realistic in 2018 and thus much stronger, so this needs to be taken into account when importing old assets. Likewise, if they also have Reflection, they will need to be adjusted before they can be used. This means that old objects created in pre-2018 versions of LightWave that have a high specular component (to create lighting hotspots on the surface) will now be very reflective. Where once they strictly meant the reflection of scene lights and how sharp they were and nothing else, specularity is now reflection of everything (if you have used the Dielectric or Conductor nodes you will be familiar with their settings) and Glossiness will be the inverse equivalent of Roughness. Specularity and Glossiness have changed a lot. Surfaces must have some diffusion for shadows cast on them to be visible.ĭiffuse from left to right: at the default 80%, 50%, 0% Metal, reflective and dirt surfaces are good candidates for a low Diffuse level. A low level absorbs most of the light, and therefore, the surface appears dark and dull. A high level scatters a lot of light, and therefore, the surface appears bright. Luminosity from left to right: at 0%, 50%, 100%, 500% Diffuse (Scalar)ĭiffuse is the amount of light scattered by a surface. A value of 0% is most common for this setting, unless a special need arises such as the surface of a modeled light bulb. However, unless you use Radiosity, Luminosity does not have any actual light emitting properties - you need to add an actual light for that. Luminosity refers to how much a surface appears to glow of its own light. At the very least, make sure that your Specular and Bump channels have some values. It doesn’t take much experience to know that if we want something to look like a banana, we need to make it yellow, right? However, although Color might be the most obvious setting it is not the only one that is important to a satisfying finished surface. 100 % would equate to a perfect surface) Color (Color)Ĭolor is probably the most obvious surface parameter. To balance, try to ensure that the three groups separated at the top of the panel - Diffuse, Specular and Transparency - don't add up to more than 100 % together (in fact a little less together. It is up to the user to do the same with Standard, as they wish. Other materials have energy conservation, which means that they automatically balance their Diffuse, Specular and Transparency components.
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