View Full Version : XSI won't generate "hard edge" specular?

09 September 2002, 04:22 PM
How come i can't create any hard edge specular for some meterials like glossy plastic, or glass? it always make it blurry specular high light.


09 September 2002, 05:10 PM
It depends on the surface shader you use.

In the case of a Phong, increase the Specular Decay from 300 up to 2000, then push the Specular colors up to 150.

In the case of a Blinn, reduce the Roughness (size of the specular) to values like more or less 0.1, 0.05, increase the Specular Refraction (blurriness of the specular) to 50 (or even more), and increase the specular colors up to 15.

Or you can use the Cook-Torrance shader and save yourself all this trouble.

Hope this helps
Salutations - Cheers
Bernard Lebel

09 September 2002, 05:21 PM
Specular Decay can boost up to 2000? woow, i think we are only limited by the power bar (ur , or whatever you call that bar)

Great thx.

09 September 2002, 01:30 AM
Most parameters are not limited by the UI range (this is the term you were looking for). Try it: Type in values that are beyond or below the UI range, and the software will accept them.

Salutations - Cheers
Bernard Lebel

10 October 2002, 04:13 PM
I think you can also click on the number and kind of 'wind it up' by making little circles with the mouse. Not very accurate but good none the less.

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