All posts related to V3
#390870
These days when I look at how that plastic mxm is made, it seems badly wrong (totally incorrect fresnel falloff). The additive approach with black ref 0 and 90 with force fresnel on the additive layer seems the closest to what it should be to be physically plausibly correct .

Happy to be enlightened otherwise ! :D
#390873
Thank you Andrey for the heads-up!

It's fixed, already.

Regarding what you say, photomg1, I like your method too, specially when I want to map the shine of the layer and maintain vivid colors in the diffuse layer. On the other hand, the two BSDFs method is more contained and helps to keep the colors less saturated, and probably more close to real life ones.

Cheers!

Fernando
#390882
When I had to try and match a real plastic object (shiny one :) ), the lack of fresnel fall off is very apparent using the method described in the docs .

Neither method seems perfect . One way has better energy conservation on the reflectance colour , the other has the fresnel fall off I suppose this goes back to when some other users were talking about coatings.

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