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those are REFLECTIONS your talking about, it looks like crap because your scene is empty. also lower your reflections and add fresnel, it will look a lot better, and for the specularity you need either lights or a new HDRI.
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jsruck, you know that the specularity is the reflection of the light source.
So your HDRI can "generate" specularity ONLY if the light source (the sun or whatever you want) IS visible in the HDRI image. The usual tricks are: 1) add the light source in your HDRI with an external tool (search on Google, I saw a tutorial about that) 2) to use a spotlight with only Affect Specularity enabled and the shadows disabled. Hope it helps Cheers Dario |
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Last edited by shakesoda : 09-08-2006 at 01:31 AM. |
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in real life a specular and a reflection are the exact same thing, the parts you circled wouldnt have a bright "specular" reflection because its just sky reflecting off those areas
speculars in 3d are just a cheap way of trying to make something look reflective when its not, and they actually make things look unrealistic Last edited by The IC : 09-08-2006 at 02:48 AM. |
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HDRI is a "real world picture" used to illuminate the scene, its a sort of real world light simulation. So if a HDRI contains a visible lightsource, you can see it reflecting on a car as part of the whole HDRI reflection. That's it. >shakesoda no offence, btw, just to make my thinking clear to jsruk. Cheers, Dario |
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![]() EDIT: http://www.savinoff.com/home/?chapte...tion=beginners That one. Last edited by NightEye : 09-09-2006 at 04:16 PM. |
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Just saw this.
One trick to use .... Model some lights. A simple flat poly will work. Set diffuse to zero and lum to 100% or more. Color to whatever it should be for any particular light. Turn off all shadow options and disable being affected by any lights. Position them where the 'lights' in your hdri would be and then they'll be reflected. I usually attach any lights in the scene to the appropriate 'light' poly. If you're using interpolated the polys will contibute to the oveall lighting but the overall falloff is pretty steep. Bumping lum way up - 1500 % up to whatever - may help but near items get really washed out. bfx |
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