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Specular reflection4/14/2023 Three-dimensional reconstruction results show that highlight areas were significantly reduced. The highlight pixel number of ceramic plate, ceramic bottle, marble pot and yellow plate, is decreased by 43.8 times, 41.4 times, 33.0 times, and 10.1 times. Experimental results show that, with the proposed method, the highlight caused by the strong reflecting surface can be well suppressed. Finally, we implement 3D experiments on objects with strong reflecting surfaces like ceramic plate, ceramic bottle, marble pot and yellow plate. In this situation, priority region filling theory was used to restore the color information. However, for ceramic, metal and other objects with strong specular highlight, RCS theory will change color information of highlight pixels due to larger specular reflection component. Then, the reflection components are separated and processed. Firstly, the specular pixels in the image are found by comparing the pixel parameters. In order to solve this problem, a new algorithm which is based on reflection component separation (RCS) and priority region filling theory is designed. You can use both if you want- you can mix shader between them if you want.Due to the strong reflection property of materials with smooth surfaces like ceramic and metal, it will cause saturation and the highlight phenomenon in the image when taking pictures of those materials. In the case of Blender, the Principled BSDF is a metalness workflow, and the Specular shader (available only in Eevee) is a specular workflow. Some exotic materials- mother of pearl, for example- are much better simulated with a specular workflow than with a metallic workflow. There exists no shortage of real materials that are not properly represented by either a metalness or a specular workflow. There is no such thing as a perfect metal that a metalness workflow simulates. Real objects are not made of surfaces, but of volumes, just as real objects are not made out of macroscopic flat triangles. But the assumptions it makes are not always valid. Metalness workflow is, usually, more physically realistic than specular. Some Blender artists are hard-core PBR uber alles, but many others tune their materials to render the picture they see in their heads, which isn't always physically based. Every decent game dev is going to start with one or both of these and add their own details as they need, in order to show the pictures that they want to show. ![]() Neither of these workflows represents a single material or shader. ![]() It is less likely to be energy conserving, and is more likely to just compute a diffuse, compute a specular, and add them together, meaning that the albedo of a specular workflow material can be hard to calculate- it's not just a function of the diffuse and specular colors, but of the roughness and Fresnel as well. Because of this, the diffuse and specular components can be completely different hues. What makes something a specular workflow is that it has a separate diffuse and specular component. In contrast, a specular workflow is based less on physical features, and more on how 3D computer graphics work- and, maybe, more on how artists think. (You can find some variation here, as with principled's specular tint, but note that you can't change the hue of the specular from the base color, only the saturation.) In the case of Blender's Principled BSDF, it also builds in a particular Fresnel response. It assumes that metals can have colored specular, while non-metals cannot. It assumes that metals have no diffuse component- they have a black diffuse. The metalness workflow makes certain assumptions that are generally valid, physically speaking. Anything with a "metalness" input, like the Principled BSDF, represents a metallic workflow, and 0.0 is a perfectly valid input for metalness. the specular workflow.Ī metallic workflow does not mean that it only represents metals. They are often referred to as the metallic workflow vs. ![]() However, metallic and specular are used to describe two different types of shaders that are sometimes used in conjunction. In this sense, trying to distinguish between metallic and specular is a little like asking, what is the difference between oranges and freedom? Metallic materials have specular, so in that sense, it's inappropriate to draw a distinction between specular and metallic- the more proper distinctions would be between specular and diffuse and between metallic and dielectric. There's plenty of room for confusion here.
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