When I consider it more, it does seem like a lot of the cases where a point light is used like this could be achieved pretty equally with other light sources. It really just makes it slightly more…
Could you explain why there is a need for the light to have such a big radius in your scenes? (just trying to understand why it has been set up like this, since it does not really seem to be…
Further clarification: it appears that scaling the normal map intensity by approximately 4 negates the decrease from the reflection plane.
This seems to assume the normal being mixed is in tangent space, but I think it's in world space here? So it would work for a plane pointing along the Z axis, but not other shapes.
I noticed…
Just to verify, does this work on all geometry, not just a z facing plane?
Looks perfect! Thanks for the quick response!
Thanks for the extra info! I assumed as much, ie the issues being caused by the strength input simply linearly interpolating instead of applying the correct math. Shouldn't require much of a…
When comparing the normal map node with actual displaced geometry, it is clear that my implementation is the correct of the two. Left: custom nodegroup, middle: displaced geometry, right: normal…
This would be a more accurate comparison: (left = current implementation, right = my implementation)
I'm not sure what further information is needed about the issue though, I feel that it still needs triage.
I'm not totally sure what you mean, your diagram doesn't really reflect what my setup is doing. In fact, what you've labled as "current" is what my nodegroup is doing. The normal map node isn't…
Like I said before, it was recently changed in cycles to only apply the clamping to glossy shading. So cycles doesn't have this issue with diffuse shading anymore.
I would heavily recommend checking out the blogpost I linked earlier.
The examples you have given are not from raytracing engines, and do not have raytraced reflections and illumination like cycles does. All examples I gave were, and the reasoning for why the issue…
I'm not sure what you mean by "do not have self-reflection or grazing angles", all examples that have been given of glossy surfaces with the issue present are examples of normals being clamped at…