2
$\begingroup$

I have 2 Finishes in cycles,

1) with a glossy >> roughness is 0.5 (Lets call this as Roughness0.5)

2) with a glossy >> roughness is 0.05 (Roughness0.05)

I want roughness0.5 to reflect light., but I dont want Roughness0.05 to reflect light because the light reflection looks weird here. enter image description here

At the same time, I can't turn of the glossy in the cycles settings for an object for any chance.

Is there any way to do this? Do I have to play with the light path nodes?

$\endgroup$
4
  • 1
    $\begingroup$ I believe that the whole nature of shaders is to reflect light back at the camera (just as real life). If you want a material to just absorb light, you could make it a #000000 colored emissive shader. $\endgroup$
    – arvere
    Dec 15, 2016 at 11:22
  • $\begingroup$ Please find what exactly i need here.. scontent-sin6-1.xx.fbcdn.net/v/t1.0-9/… i need the specularity on the object (as marked in blue) But i dont need miror to reflect light (as marked in red) So, there is anything to do with material? basically, the left sphere will be a half glossy wood. $\endgroup$
    – Sunil N
    Dec 16, 2016 at 9:48
  • $\begingroup$ Cycles doesn't work that way. To make it not look weird, use real lights (like an hdri, not a simple point or plane). $\endgroup$
    – JakeD
    Dec 16, 2016 at 17:16
  • 3
    $\begingroup$ Possible duplicate of Exclusive lighting $\endgroup$
    – Hexbob6
    Dec 16, 2016 at 21:58

1 Answer 1

2
$\begingroup$

Try using a Toon Shader instead of Glossy one. It's not the proper, accurate way of doing this IMO, but the final result is close to what you're looking for I guess. enter image description here

Use a Lamp instead of emission plane. enter image description here

Set the Toon Shader to Glossy and decrease the Size to 0.001 and Smooth to 0.000. enter image description here

$\endgroup$

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .