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Questions tagged [specular]

0 votes
0 answers
157 views

The problem is that this is a piece of terrain, it should not have blue reflections like it's made of plastic. But when the camera gets close enough, these specular highlights are rendered. This is ...
Cei's user avatar
  • 873
-1 votes
1 answer
306 views

Let us consider the situation where only we moved the camera. The object and the light source remain in the same place. Thus the angle of the incident light is the same for every point.I have captured ...
S. M.'s user avatar
  • 117
1 vote
1 answer
1k views

We know that in Specular reflection rays reflected off surface at inverse angle;so camera position matters;creates bright highlights. I have taken one image where specular reflection is seen(Here ...
S. M.'s user avatar
  • 117
0 votes
1 answer
1k views

I illumine model through model illumine of Phong. Ambient and diffuse light’s constituent work well, but specular works wrong. Under this message I sent screenshoots: 1) ambient and diffuse 2) ...
Range's user avatar
  • 159
0 votes
1 answer
405 views

I'm working on a live wallpaper that shows a pure metallic object. Since it's a live wallpaper, I can make a ton of approximations...this isn't a full blown scene in a game world. My shader only has ...
TenFour04's user avatar
  • 475
1 vote
1 answer
205 views

I read the book Real-Time Rendering, 2nd Edition. Somewhere in there it say: But I did the experiment and concluded that the mshi doesn't seem to affect to the brightness (it causes the area just to ...
ljc123456gogo's user avatar
14 votes
2 answers
32k views

I am very new to game development and I have been trying to understand the difference between Screen Space Reflection and Physically Based Rendering. I have read about PBR, and from what I understand,...
Kumaresan Sandran's user avatar
17 votes
1 answer
3k views

I implemented Phong lighting. Everything seems to work - torus and spheres are lighted as expected, etc. But I notices something strange regarding specular lighting of directional light. Here are two ...
Aleksander Alekseev's user avatar
2 votes
2 answers
629 views

I am doing a BRDF supporting the metalness/roughness workflow. I know that in cases of Metalness = 1.0 the reflectance value is taken from the albedo map - so is the specular color to tint the ...
Jens Kafitz's user avatar
2 votes
0 answers
117 views

For my current project I'm using diffuse materials for my models in Blender but I do not want any Specular Intensity so I've set that to 0. Yet in Unity there is still a specular highlight and the ...
SvDvorak's user avatar
3 votes
1 answer
6k views

MSAA does a good job removing aliases on mesh edges, but it does not help with aliased specular highlights: Notice the aliased specular highlights on the doors and windows. I believe the reason for ...
cubrman's user avatar
  • 1,561
2 votes
1 answer
1k views

(First of all, I really didn't know how to title my question so it tells exactly what I mean so if anyone has a better title feel free to edit my question or leave a comment.) Look at the water in ...
NPS's user avatar
  • 2,334