Cycles Specular Color

Hi everyone,
I was wondering how to create a colored material with a white highlight in Cycles. An example of what I’m aiming for can be found here http://www.flickr.com/photos/40168483@N05/5037095876/ .
In blender render it’s as simple as specifying the specular color but in cycles it automatically colors even the brightest highlight, even at 0 roughness.
So is there a way to do this?

Thanks,
kiriri

The image u showed has no specular as far as I can see.

All it is is red Diffuse + Reflection and white emmisive plane on right side to reflect.

Old pre merged Cycles had node group “Fresnel Blend” that resemble oldschool Phong like coated dielectric material. You can search for it or use custom node setup like Mix shader with LayerWeight as Fac input and first Mix Shader inputs for coat ( white glossy )shader and other as base shader (Diffusion with color other then white to see difference).

can you show a node set up for this effect

thanks

Add shader
1st shader diffuse - pick collor
2nd shader reflection - strenght plug in fresnell and set to 1.5 or what ever u want.

U should get this effect

I not remember details, I am on other computer, bt it was looks like this:


The key is Mix mode with Fresnel as mask input, it weight layers depending on face slope resembling thin dielectric coat around base diffuse material.

Why would u want to weight out Diffuse and lose diffuse information, if reflection in reality dont do it ? U have to add them to get physically accurate effect.

at what value do you set the layer weight = 0.5 ?

trying to rebuilt this node to test this

and dont’ see much spec form light emission here !

i set 2 emission plane on on either side and not showing a lot !

thanks

woah that layer masking is one mighty node :smiley: Thanks a lot, I got it working now.
The setup I use is this one:



very simple yet retaining all the options a glossy material has.

Attachments

untitled.blend (536 KB)

@Daruisz
Because of dielectric material property, there are very different physical process when light reflect from metal surface and dielectric. If we resembling 2 layer material, base (diffuse in my example, but you can use any other of course) coated by thin layer of transparent dielectric. Light refracted by Snall’s law, and there is angle (depend on Index of refraction of dielectric) when refracted ray go along surface or even reflect back. That is Fresnel model.

Metal surfaces have different property, light never refract but always reflect in direction related to surface normal.