Could you please look at this image and tell me, what is wrong with the glass ball here? Why doesn’t it have a speck all the way down? It is sort of cut by the reflection of the floor.
The scene is very simple:
ball - glossy BSDF
plane - white diffuse BSDF
sky - environment texture, image. The rest are default…
a)
Specularity is more or less a hack to fake the reflection of CG light sources in 3D, as CG lights (point, spot, etc.) are invisible and therefore do not show up in reflections. This is a rather old concept from the early days of rendering… So, if you don’t have any direct lights in your scene, specular won’t do anything to begin with.
b)
To my knowledge Cycles doesn’t use specularity at all, but only real reflection of visible light sources.
Yep this. OP if you want that reflection to spill over into the bottom half of the sphere - you’ll have to either up the roughness on the glossy shader, use an anisotropic shader - or a use a mixture of both smooth and rough glossy/anisotropic.
Thanks for the advice. I did some searching mуself and found THIS article, saying that the problem might be in a low quality HDRs. And there is LINKto a perfect set of all-day-long shots… I downloaded an evening sky and… Well, I still don’t get this highlight thingie, but it looks like it was not the reason for the result to look so unnatural. With absolutely the same setup and ONLY the HDR image changed I get this picture (below). It is not at all that red, but you can see the difference in practically everything.