so i am doing an indoor scene. Therefore i am experimenting with lighting and compositing.
I have three windows through which normally a skylight shines through.
Now i wanted also to test lighting at night. So i turned the skylight off and set up some emissive surfaces inside the room.
Here my question: Why is it that the reflections on my objects , let’s say a table or floor are way less noticeable than with a skylight turned on?
Even when i crank the emissive surfaces way up i can’t see any reflection on the objects.
It all appears more or less diffuse.
Ok i found that the reflections are very light angle dependent.
I guess it has sth to do with the normals since i use very much normal maps on my objects.
Is there a way to enhance the angle reflectivity on the normal maps?
Or would i have to use more fine geometry?
it’s hard to say, unless you made some complex node setup that explains this, I don’t see why that would happen. Can we see a picture ?
edit you can control mixing of diffuse/gossy with fresnel node and modifiy it with math nodes until reflections suit your liking.
yeah i will make some render to show it. jut gimme 20 minutes. XD
First with skylight
Second with indoor lighting.
Actually i think i misunderstood sth.
I think the viewport preview just gives to fuzzy unshiny results in order to tell if the final render will be reflective.
It looks very reflective. SO the problem lies more within the unclear viewport preview.
Show your nodes - glass material properties (or just up the fresnel, IOR, add gloss shader… make material reflective at viewing angles) or share a scene file.
The tabletop does look more matte in the second picture, but I think it has to do with how the main light does not come from across the room from our point of view, as opposed to the first picture, where the mooshine comes from out the window and bounces right back to us.