Base Reflection in "Architectural Material"?

Discussions regarding Materials, Material-Compounds or Shaders, etc.
irakli_san
Posts: 29
Joined: 03 Jul 2009, 12:18

Base Reflection in "Architectural Material"?

Post by irakli_san » 17 Jun 2010, 11:34

Does anyone know, what's "Base Reflection" in Architectural is for? Can't find in documentation.
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Hirazi Blue
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Joined: 04 Jun 2009, 10:15

Re: Base Reflection in "Architectural Material"?

Post by Hirazi Blue » 08 Jul 2010, 10:16

Sorry for the late reply.
This just showed up on the Softimage Mailing List. It's a quote from Zap Anderson and the thread can be found here
This is a 2nd glossy layer. It saves you having to blend materials to just have 2 layers of glossiness. I didn't implement it and I would probably have implemented it slightly differently. It's great for doing, oh, stuff like Iron Man suits

Basically, "base reflectivity" is a percentage (0-1 range) of how much of the "reflectivity" is handled by this layer.

0 means all reflectivity comes from the normal reflection controls (above this). 1 means all reflectivity comes from these reflection controls. 0.5 means a 50/50 mix of the two.

That's basically it.
Hope it still helps a little... ;)
Stay safe, sane & healthy!

irakli_san
Posts: 29
Joined: 03 Jul 2009, 12:18

Re: Base Reflection in "Architectural Material"?

Post by irakli_san » 08 Jul 2010, 17:47

so its like primary/secondary specular thing when doing car paint materials?

thanks for your reply