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This is maybe a funny question, but when I color a reflective material, I just change the color of the "glossy" shader, but when it comes to darker colors, I'm lost, because the gradient from dark to light changes the reflection amount too. In the real world full reflections have no colors, but is it possible to color a perfect reflective material in blender regardless of the color surroundings (non realistic soloring)?

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  • $\begingroup$ I'm assuming you are trying to color it using the Color input for the Glossy shader; Is that the case? If so, that only changes the color that is reflected; to color the surface, you use a Diffuse shader and a Mix node. $\endgroup$ Commented Aug 26, 2014 at 17:50
  • $\begingroup$ Thanks. Basically to color a perfect reflective material. The approach doesn't matter. $\endgroup$
    – Vladimir
    Commented Aug 26, 2014 at 18:09
  • $\begingroup$ I'm not sure what you're asking.. Could you explain what exactly the color input of the glossy node isn't doing? $\endgroup$
    – gandalf3
    Commented Aug 26, 2014 at 20:32
  • $\begingroup$ @someonewithpc In reality you never see the surface of the object, you only see light reflected off the surface. This goes for diffuse just as much as glossy objects. A glossy object and a diffuse object are the same, the only difference is the way the light is reflected; diffuse scatters reflected light in all directions, glossy does not. $\endgroup$
    – gandalf3
    Commented Aug 26, 2014 at 20:34
  • $\begingroup$ @gandalf3 That much I know... But in glossy surfaces, if the color is set to black, it wont reflect any light; The reason is that value controls the color of glossy rays, i.e. reflected light. $\endgroup$ Commented Aug 26, 2014 at 20:48

1 Answer 1

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If I understand correctly, you want something like this:

enter image description here

This way the camera will see the object with the dark color, but other objects will "see" the object with a bright color, reflecting more light:

enter image description here

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  • $\begingroup$ Thanks. My knowledge is a little limited on cycles, but that's pretty close to what I want. Basically, the effect that I want to achieve is when you combine a diffuse shader - for the color; and a glossy shader; for the reflection;. That is the coloring effect that I want to achieve on a final render, however the reflections to look as if only a glossy shader is used at full amount (non realistic). I like your example, but if you come up with something better, will be awesome, 'cause the color looks very transparent or I have to study physics some more. Thanks for the answer. $\endgroup$
    – Vladimir
    Commented Aug 26, 2014 at 21:18
  • $\begingroup$ I'm still not really sure what you want, but I added in some diffuse. $\endgroup$
    – gandalf3
    Commented Aug 26, 2014 at 21:27
  • $\begingroup$ Just to ask, how do you have the "Light part" node with only "In camera ray" displayed? Is it the same "Input"/"Light path"? $\endgroup$
    – Vladimir
    Commented Aug 26, 2014 at 21:39
  • $\begingroup$ @Vladimir Yes. I just hid the extra sockets with Ctrl+H $\endgroup$
    – gandalf3
    Commented Aug 26, 2014 at 22:24
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    $\begingroup$ Man, I have to take some time with the node editor. Thanks. $\endgroup$
    – Vladimir
    Commented Aug 26, 2014 at 22:57

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