Started by wiwine, April 17, 2008, 11:54:47 AM
Quote from: Tangled-Universe on April 24, 2008, 11:33:51 AMQuote from: Matt on April 23, 2008, 10:37:42 AMQuote from: Tangled-Universe on April 17, 2008, 02:14:37 PMYou can better use a default shader with specularity to get that shiny look. Connect a default shader as child layer to your surface layer, set diffuse color and then set specularity to strength 0.1 - 0.2 and roughness to 0.4 - 0.7. This should give a nice and subtle reflective look and renders WAY faster than the reflective shader.Internally the Default Shader uses a Reflection Shader with ray-traced shadows disabled. For this kind of job I would recommend the Reflection Shader with ray-traced reflections disabled, because the Reflection Shader won't wipe out the colours coming from any other shader that come before it.MattAh great, I wasn't aware of that kind of specific information about the working of the shader. Thanks a lot for that. That also explains the difference in rendering speed and probably also stability (since it seems I'm not able to render raytraced reflections most of the time).Will the documentation be this detailled when TG2 will be released? That would be really helpfull.Martin
Quote from: Matt on April 23, 2008, 10:37:42 AMQuote from: Tangled-Universe on April 17, 2008, 02:14:37 PMYou can better use a default shader with specularity to get that shiny look. Connect a default shader as child layer to your surface layer, set diffuse color and then set specularity to strength 0.1 - 0.2 and roughness to 0.4 - 0.7. This should give a nice and subtle reflective look and renders WAY faster than the reflective shader.Internally the Default Shader uses a Reflection Shader with ray-traced shadows disabled. For this kind of job I would recommend the Reflection Shader with ray-traced reflections disabled, because the Reflection Shader won't wipe out the colours coming from any other shader that come before it.Matt
Quote from: Tangled-Universe on April 17, 2008, 02:14:37 PMYou can better use a default shader with specularity to get that shiny look. Connect a default shader as child layer to your surface layer, set diffuse color and then set specularity to strength 0.1 - 0.2 and roughness to 0.4 - 0.7. This should give a nice and subtle reflective look and renders WAY faster than the reflective shader.