- Fresnel effect ( it reflects more on the edge )
- In Reflection you lose light so always make the reflection a bit darker
- The specular Reflection HighLight change position on the object depending of the angle of view.
it will be most of the time ofset a bit from the Diffuse/Lambert HL.
- The specular is just the brightest spot of whats reflected
- The reflection becomes 'blurry" when there is a lot of bump/texture on the surface the more micro bumps the less you see the reflection at all and becomes only diffuse.
- Anistropic effect is due to having a noise on the surface only in one direction ( exemple brush metal) the anistropic reflection is perpendicular to the direction of the bump.
- Texture is the only difference between a a reflective surface or diffuse one.
- GI is important when painting beleivable lighting. Take into consideration, bounce light and color from the environement.
- be aware of exposure of the scene .
Reflection is shadow and cast shadow will show a bit better become in the lit area it will be a bit blown out.
- Just blur the reflection to get different kind of material.
Under lighting - ambient light
Bounce lighting - reflective light.
Notes about color :
Bounce light a bit more saturated.
Mixte source light with local color by rolling the light a bit towards the light source on the spectrum.
If source and local color are from opposite side of the spectrum, the result will be more desaturated and darker.
The transition edge from a cast shadow or core shadow and lit area is usually more saturated.