I've tried to use my guts feeling and I found that I was doing well while setting colour and reflection to my Yin Yang. But after redering, I was speechless. The reflections are gone. What did I do wrong?
1. 100% on both glossiness/specular strength make the specular highlight practically microscopic. In real world terms...it would be some sort of 'meta-material' that doesn't exist outside a sci-fi novel or some university lab.
2. Ambient strength at 100% basically means that it is going to over-ride the diffuse color/specular/glossiness and say that ALL the light hitting the surface is 'ambient' light...
3. Reflection of 100%, without anything to reflect is like looking in a mirror, through a pinhole in the wall, inside a uniformly lit, neutral gray room...in other words, if there isn't anything TO reflect, there won't be any reflections.
So...bump the glossiness down to about 60%, spec strength to maybe 75 to 90%. Eliminate the Ambient (strength 0% or no more than 10%, if you 'must have it'), and either use a 'skydome' or place some stuff behind the camera to provide something to reflect...or ditch raytraced reflections, by putting something in as a 'reflection map'...
3. Reflection of 100%, without anything to reflect is like looking in a mirror, through a pinhole in the wall, inside a uniformly lit, neutral gray room...in other words, if there isn't anything TO reflect, there won't be any reflections.
More like an unlit room. Though it's actually floating in a void.
mjc1016, that's a killer knowledge for me. Can't thank you enough. I've read some rudimentary things about light but quite don't understand much. Learning by doing and listening to your explanation shorten down the path to enlightenment for me.
Richard, yes, there is no distant or spot light. Still try to understand differences between light before and after rendering. Thanks.
Comments
Three things wrong with your surface settings...
1. 100% on both glossiness/specular strength make the specular highlight practically microscopic. In real world terms...it would be some sort of 'meta-material' that doesn't exist outside a sci-fi novel or some university lab.
2. Ambient strength at 100% basically means that it is going to over-ride the diffuse color/specular/glossiness and say that ALL the light hitting the surface is 'ambient' light...
3. Reflection of 100%, without anything to reflect is like looking in a mirror, through a pinhole in the wall, inside a uniformly lit, neutral gray room...in other words, if there isn't anything TO reflect, there won't be any reflections.
So...bump the glossiness down to about 60%, spec strength to maybe 75 to 90%. Eliminate the Ambient (strength 0% or no more than 10%, if you 'must have it'), and either use a 'skydome' or place some stuff behind the camera to provide something to reflect...or ditch raytraced reflections, by putting something in as a 'reflection map'...
More like an unlit room. Though it's actually floating in a void.
mjc1016, that's a killer knowledge for me. Can't thank you enough. I've read some rudimentary things about light but quite don't understand much. Learning by doing and listening to your explanation shorten down the path to enlightenment for me.
Richard, yes, there is no distant or spot light. Still try to understand differences between light before and after rendering. Thanks.