Quiz
- From the Jeff Russell reading I didn't understand the explanation on Fresnel and the reflectivity. Could you briefly explain it especially if it will be required for cg coding.
For sure. I don't think either will be required for coding, where we really just have two knobs (roughness and metalness). But let's try to understand what happens.
The Fresnel computation has to do with reflections at very low angles: where the light rays are just skimming (grazing) the surface.
Specifically, light that lands on a surface at a grazing angle will be much more likely to reflect than that which hits a surface dead-on. This means that objects rendered with a proper Fresnel effect will appear to have brighter reflections near the edges...
The first is that for all materials, reflectivity becomes total for grazing angles – the “edges” viewed on any smooth object should act as perfect (uncolored) mirrors, no matter the material. Yes, really – any substance can act as a perfect mirror if it is smooth and viewed at the right angle! This can be counterintuitive, but the physics are clear...
There is one big caveat for the Fresnel effect – it quickly becomes less evident as surfaces become less smooth. More information on this interaction will be given a bit later on.
Let's go take a look at the picture in the Jeff Russell article
- What would a pure metal look like? I'm having trouble imagining a surface with 0 diffuse reflection.
Great question. Let's see what it looks like in the MeshStandardMaterial
- Thank you for the reading! None for now, but thank you for the reading!
Glad you enjoyed it! I'm still learning this stuff myself.