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Breaking Up Is Hard to Do

Breaking Up Is Hard to Do

As an astute student of physics, light, and all things photoreal, you will have noticed that we've been adjusting the specularity, reflectivity, and so on for each light when these properties really belong to objects. An object's shininess (specularity) is intrinsic to its nature, not to the nature of the light that shines on it. What we have done here is attempt to fudge reality, not reproduce it. So for example, in the real world, light bounces all over the scene, creating a general illumination in shadows. We've attempted to “fake” this with the fill light in our scene. Since this light simulates a different effect entirely in the real world, we may not want it contributing extra specular shine to the objects in the scene.

Nonetheless, for full control, these objects need to be broken down into their own property passes. So rather than rendering out diffuse, specular, reflection, and shadow passes for each light, we could have rendered these passes out for each object. Further, we could also have rendered each of these object passes broken down by light.


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