4 ms·
+1 - sorry, I do this stuff all day, so am used to the slang :) Fresnel also effects just reflection as well - it's the reason you don't often (depending on th
by berkut 12y ago
+1 - sorry, I do this stuff all day, so am used to the slang :)
Fresnel also effects just reflection as well - it's the reason you don't often (depending on the material) see much of a reflection head-on on a shiny surface, but do at a glancing angle (glass or car paint for example).
- Kiro 12y agoWhat do you work with?
- berkut 12y agoRenderers and shaders for one of the biggest VFX companies in the world :)
- NickPollard 12y agoI recently implemented Fresnel reflection in my mobile game engine; it's one of those things which makes an objectively small difference but a subjectively large one.
- Gracana 12y ago> the reason you don't often see much of a reflection head-on on a shiny surface, but do at a glancing angle Ah! I've noticed shiny things in real life that made me think "if I saw this in a game, I would think the reflection was overdone." I think what you've mentioned there is the key. The reflections I remember from early 2000s video games seem overdone because they're reflective at all angles. In real life, the shiny marble floor is only really mirror-like at shallow angles, when looking head-on it only appears glossy.