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Workbench: Specular Highlights
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  • Uses the roughness setting of the basic eevee material
  • renamed gloss_mir to roughness
  • set default of roughness to 0.25
  • renamed ray_mirror to metallic
  • cleaned up material rna (BI mirror struct)
  • use BLINN phong model
  • normalize incoming/outgoing specular light
  • when using camera oriented studiolight, the SolidLight will be used for specular highlights
  • EXPERIMENT: when in world oriented studiolight only the shadow direction will be used.
  • change the settings of the internal light to make scenes more readable


To Do

Event Timeline

Could you add a roughness slider or prop to use custom roughness and specular intensity?

Jeroen Bakker (jbakker) claimed this task.
Dalai Felinto (dfelinto) closed this task as Resolved.Jun 4 2018, 10:24 AM