LukeLetellier Posted March 10, 2017 Share Posted March 10, 2017 In the H16 Principled Shader, how does one reduce overall specular intensity? Reducing the IOR changes the spec intensity at different angles, and adjusting the roughness will change how spread out the spec is, but even with those properly adjusted, my spec highlights are still super bright in a particular scene shot - and I'd like to use a parameter similar to the Vray param that allows you to adjust the overall specular intensity for a material - but I can't seem to find it in H16. Any ideas where it might be hidden in the material settings (or perhaps deep within the nodes)? Thanks, Luke Quote Link to comment Share on other sites More sharing options...
Noobini Posted March 10, 2017 Share Posted March 10, 2017 dive inside Principled Shader, tab>Specular No idea what to do next.... Quote Link to comment Share on other sites More sharing options...
bandini Posted March 10, 2017 Share Posted March 10, 2017 Reading the help file for the new shader, seems like IOR is supposed to be the control there, but will always result in 100% reflection at glancing angles, unless IOR is set to 1 (completely diffuse). Yes, would be nice to have an exposed parameter to adjust that. Inside the principled shader core are two nodes that control reflection (dielectric reflection and metallic reflection). They both have reflectivity set to 1. I'm guessing you could feed your own multiplier into both of those to control the reflection contribution. Quote Link to comment Share on other sites More sharing options...
malexander Posted March 10, 2017 Share Posted March 10, 2017 The Classic Shader gives you more artistic control over the various lighting components. The Principled shader sticks to PBR principles, and thus there's no parameter to adjust specular intensity. Quote Link to comment Share on other sites More sharing options...
LukeLetellier Posted March 11, 2017 Author Share Posted March 11, 2017 (edited) 7 hours ago, bandini said: Inside the principled shader core are two nodes that control reflection (dielectric reflection and metallic reflection). They both have reflectivity set to 1. I'm guessing you could feed your own multiplier into both of those to control the reflection contribution. Bingo. Thanks so much Adam! RFE is submitted. Edited March 11, 2017 by LukeLetellier Quote Link to comment Share on other sites More sharing options...
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