Hello, I just started to use Cycles and I am creating an eye. I want to create the typical specular higlight thats always present in a cartoonish looking eye.
http://www.3dluvr.com/rogueldr/tutorials/eye/eye01.jpg <- That's an example.
In blender internal I could get the effect very easily with the phong specularity. But i don't know any other way to controll the specularity in cycles other than a glossy shader. I experimented alot with it but I can't get it to work.
Can anyone explain to me how to get a specular highlight in Cycles?
How to recreate blender internal Phong specular in Cycles?
Moderators: jesterKing, stiv
Re: How to recreate blender internal Phong specular in Cycle
Use the mix shader to mix a glossy shader with a diffuse. Whatever color your glossy shader is turn down its intensity (make it darker). You will then have reflections of lights with very little reflection of anything else. Of course you cannot (as far as I know) use Blender lights to get those reflections as they are not true physical lights. You must use mesh lights (lights made out of meshes - planes, spheres, etc) with an emission shader attached to them.Bonzo wrote:Hello, I just started to use Cycles and I am creating an eye. I want to create the typical specular higlight thats always present in a cartoonish looking eye.
http://www.3dluvr.com/rogueldr/tutorials/eye/eye01.jpg <- That's an example.
In blender internal I could get the effect very easily with the phong specularity. But i don't know any other way to controll the specularity in cycles other than a glossy shader. I experimented alot with it but I can't get it to work.
Can anyone explain to me how to get a specular highlight in Cycles?
Small blend showing specularity on rocks.
http://www.mediafire.com/?6n6jcn5zim6gw1t
Just play with the gradient ramp of the glossy node to lower or ramp up the specular!
Gilles
http://www.mediafire.com/?6n6jcn5zim6gw1t
Just play with the gradient ramp of the glossy node to lower or ramp up the specular!
Gilles