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refl shader lightitensramp

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how i can build a shader which reflects bright objects more than darker ones... the intenity should be calculated with a falloff.


:D i'm getting a little confused here .. seems there's a lack of knowledge about very basic things ... the black claybock does not send out ray's for reflection ? ... so how to reflect a completly black object ??

sorry ?!?!

should not the black level of the cube reduce the value of the surface .... like other colorvalues do?

i got soe info from a compositing point of view and things seem to be logic... but is it a physical correct behavour?


Edited by hatrick
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