Timeline for Cycles material node set-up for diffuse, specular, reflection/refraction, normal and illumination/emission map
Current License: CC BY-SA 3.0
8 events
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Apr 13, 2017 at 12:57 | history | edited | CommunityBot |
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Oct 26, 2015 at 22:53 | comment | added | PGmath | @Varunkumar From what I have found on the internet, it seems that some (non physically based) render engines differentiate between specular highlights and reflection. However, physically based ray-tracing engines, like Cycles, have no such difference as there is none in the real world. If you can show the difference between the two I may be able to figure out a way to incorporate both. | |
Oct 26, 2015 at 20:16 | vote | accept | Varun kumar | ||
Oct 26, 2015 at 20:15 | comment | added | Varun kumar | Thank you so much for the help. I tried the node setup and the result is pleasing. I too thought that reflective and specular maps are the same. But in Andrew kramer's metropolitan pack there are two types of maps one for reflection and one for specular. Not sure about the difference though. | |
Oct 24, 2015 at 19:53 | history | edited | PGmath | CC BY-SA 3.0 |
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Oct 24, 2015 at 15:26 | history | edited | PGmath | CC BY-SA 3.0 |
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Oct 24, 2015 at 15:20 | history | edited | PGmath | CC BY-SA 3.0 |
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Oct 24, 2015 at 15:13 | history | answered | PGmath | CC BY-SA 3.0 |