I’m trying to separate the light path outputs from my scene world lighting (HDRI), to apply changes to each ray type, and recombine them. Here is the raw HDRI Output:
See my node setup at the bottom, I have a more complex node group that separate each light path and recombine them together (I’ll post it at the end), but to simplify my question, I’ll only use a simplified setup.
What I look for, is the source (light path) of the very defined shadows on the floor. Here what the diffuse looks like:
The shadows are much less defined.
Here is Glossy:
Here is when I combine them with an “add shader”:
The shadows are there, kinda, but not as defined as the untouched HDRI. Here is for comparision:
I feel like I’m not understanding something, I played around but found no light path that create the sharp shadow on the floor. As I understand, the reflection path is a path that regroup diffuse and glossy.
Here is for reference the node group I’m working on:
What am I missing?