home services gallery about contact guestbook extras links

savinoff.com
savinoff.com
extras

Many artists have a lot of trouble creating photoreal hard smooth surfaces like porcelain, glass, and metals. They desperately search for preset materials of such surfaces without realizing that if you want a truly photorealistic result a simple surface file won't do. Usually, the key surface attributes artists are playing with to get needed look of the porcelain and metal materials are reflections and intensity/hardness of the specular highlights. The highlights are especially important since it's by their look we can say that a surface is hard and smooth, or soft and rough. In the real word, reflections and specular highlight are merely the same thing, with the highlight being a reflection of the actual lightsource. This means that by using Lightwave's specular parameter you are simulating a perfectly spherical lightsource, which could work quite well for uneven objects with rough surfaces where lightsource reflection scatters across surface bumps so its shape doesn't really matter. However, when LW's specular highlight is used for hard and smooth surfaces, especially within indoor environment, it usually gives that computerish look many artists have trouble getting rid of. That's because in the real world the perfectly round lightsource in the indoor scenes can hardly be found.

1/11

Next page

Next page

Realistic surfacing: specular highlights"

images (c) Dmitry Savinoff or their respective owners 1996-2003. unauthorized reproduction in any form is strictly forbidden