Today, I observed a painted metal cupboard.
The material was reflective all around, but it reflected the brightest parts of it’s environment most, like the sun, windows, off-white wall, metallic objects, etc.
It showed it’s diffuse color (approximately #3d4669) in the rest of the places like wooden bench nearby, table etc which were relatively lower on brightness value.
So I want a factor to control glossy influence and limit it to the brightest areas. The rest of the areas should show diffuse.
I tried achieving this is Cycles but I failed.
Can somebody please help me how to achieve this with nodes?
Assigning a low factor like 0.2 for the factor in the mix shader between Diffuse and Glossy significantly lowers the brightness of the brightest parts.
I can explain in more detail and share blend files and screenshots if you ask me.
Your replies are much appreciated. :eyebrowlift: