- Mon Oct 12, 2009 7:05 pm
#311556
Looking at the pig cop materials, I have one giant comment:
Do not ever, not ever use Skydome to test materials with, without having other objects dominating the reflection environment. If your material has any reflective characteristic at all (all do), using plain skydome obfiscates and conceals surface detail.
The cardinal rule about Maxwell is don't approach photoreal work in a non-photoreal way. This is why you don't use Lamberts: you never see them in the real world, ever. Not one single real-world material you will ever create is a perfect Lambert. Use it and your surface is already fake looking.
Similarly, virtually nowhere are you seeing objects lit 360 degrees by completely uniform light/environment. I can't even THINK of one, because if you lived inside a white sphere, YOU will still block some light and reflect on the object. The uniformity of skydome is only useful if you have a full scene of otherwise contributory objects to cast shadows, block light, show up in reflections, etc. Without them, a material under perfect skydome looks really weird, is misleading, and again, destroys your connection with the real world.
I demonstrated the danger of this in my 1.7 material tutorials, if you want proof.
_Mike
Do not ever, not ever use Skydome to test materials with, without having other objects dominating the reflection environment. If your material has any reflective characteristic at all (all do), using plain skydome obfiscates and conceals surface detail.
The cardinal rule about Maxwell is don't approach photoreal work in a non-photoreal way. This is why you don't use Lamberts: you never see them in the real world, ever. Not one single real-world material you will ever create is a perfect Lambert. Use it and your surface is already fake looking.
Similarly, virtually nowhere are you seeing objects lit 360 degrees by completely uniform light/environment. I can't even THINK of one, because if you lived inside a white sphere, YOU will still block some light and reflect on the object. The uniformity of skydome is only useful if you have a full scene of otherwise contributory objects to cast shadows, block light, show up in reflections, etc. Without them, a material under perfect skydome looks really weird, is misleading, and again, destroys your connection with the real world.
I demonstrated the danger of this in my 1.7 material tutorials, if you want proof.
_Mike