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I don't know whether this metallic reflection is correct. It seems that the glasses reflection on the table gets incorrectly broadened out to a fixed distance, rather than a smooth falloff. Here the table is a Principled BSDF with 1.0 Metallic and 0.1 Roughness. The Cycles render has de-noising turned off, and 2048 samples. Are there any parameters I can tune to improve this reflection?

glasses frame

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    $\begingroup$ Hello :). Principled BSDF shader in Cycles gives physically correct results. "Poor reflections" is kinda subjective. What are you trying to achieve? $\endgroup$ – Jachym Michal Mar 7 at 8:11
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    $\begingroup$ Is this EEVEE depth-of-focus? I've been trying to figure this one out myself... $\endgroup$ – Robin Betts Mar 7 at 10:05
  • $\begingroup$ cycles, and especially principled bsdf always shows a realistic result, so with the material as it is this should be correct, but if you especially want it to be a clear reflection (which is all I can come up with because I don't know what you want it to look like), just make the roughness 0 $\endgroup$ – EverythingLeafwing Mar 7 at 10:09
  • $\begingroup$ @JachymMichal That's what I suspected. I just wasn't sure if I should expect something cleaner at 2048 samples. Turning the roughness back down to 0 as EverythingLeafwing suggests is a fine solution. $\endgroup$ – Jayson Vavrek Mar 7 at 19:38
  • $\begingroup$ @Jayson For final renders I rarely go below 5000 + denoiser. Cycles is a kinda slow engine :). $\endgroup$ – Jachym Michal Mar 7 at 19:47

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