Specular maps opengl

Specular Mapping · LegacyOpenG

  1. Specular Mapping is almost like normal mapping, but for the specular component. Becuase the specular component is just a single range value, the spec map is often added as the alpha channel of the normal map. All specular mapping is is calculating the specular reflection of light per pixel
  2. LWJGL tutorial series on how to create a 3D Java game with OpenGL! Working on specular mapping this week, as well as preparing for implementing a bloom shader! Models and Textures: https://www.
  3. ed by the light source itself so it wouldn't generate realistic visuals (that's why the images are usually black and white: we only.
  4. Normal Mapping, Specular Mapping and Ambient Mapping. Bookmark this question. Show activity on this post. I have been using http://www.opengl-tutorial.org/ and my shaders below are derived from his tutorials, mainly I have changed variable names and I removed the tag v coord inversion because I am using a dds image
  5. An alternate implementation uses OpenGL's texture mapping capabilities to create the sphere map. The algorithm takes as input the six cube faces. It then draws a tessellated hemisphere six times, mapping one of the faces into its correct location during each pass. The image of the sphere becomes the sphere map. Texture coordinates and the texture matrix combine to map the proper texels onto the sphere. At the vertices on the tessellated sphere, the values are correct. The interpolation.

I am a new bid in the world of OpenGL ES 2.0. I am trying to implement specular mapping using OpenGL ES 2.0 on iOS platform. As per my knowledge,in specular mapping we extract the value for the spe.. For example, assume a white specular highlight is being multiplied by a red texture map. The final color is then (1.0*1.0, 1.0*0.0, 1.0*0.0) or (1.0, 0.0, 0.0), which is red. The white specular highlight isn't visible. OpenGL 1.2 solves this problem by applying specular highlights after texture mapping. This separate specular lighting mode is turned on by Specular texture. Just for fun, I added a specular texture to the code. It looks like this : and is used instead of the simple vec3(0.3,0.3,0.3) grey that we used as specular color. Notice that now, cement is always black : the texture says that it has no specular component. Debugging with the immediate mod

OpenGL 3D Game Tutorial 46: Specular Maps - YouTub

LearnOpenGL - Lighting maps

The sphere map image for the texture map of the highlight is computed by rendering a highly tessellated sphere, lighted with a specular highlight. Using the OpenGL pipeline to compute the specular color produces a Blinn (rather than Phong) specular function The code in this tutorial is a combine of the code in the bump map tutorial and the specular lighting tutorial. Specular mapping is the process of using a texture or alpha layer of a texture as a look up table for per-pixel specular lighting intensity Basically, the gloss map is the intensity of the spec map. Generally, it will make your spec have a slightly more wet feel to it. You use your spec to determine what areas receive specular highlights, and the gloss map to adjust how intense it is. How glossy the spec map is. A very glossy model has very sharp specular highlights, almost a reflection. Whereas the same spec map could be used, and the highlights would be very diffuse, spread out. Think of it as a girl's lips, when. META_Effect (osgFX, SpecularHighlights,Specular Highlights,This effect applies additive specular highlights at fragment level (instead of OpenGL's vertex-level lighting) by using a cube map and reflective texgen. A texture matrix is computed to rotate the cube map automatically; this makes the specular effect consistent with respect to view direction and light position. The user can.

Specular map은 다른 텍스처들과 비슷하므로 코드도 diffuse map 코드와 비슷합니다. 적절히 이미지를 로드하고 텍스처 객체를 생성했는지 확인하세요. fragment shader에서 다른 텍스처 샘플러를 사용하기 때문에 specular map에 다른 텍스처 유닛을 사용해야합니다 Specular Light Maps (Direct3D 9) 05/31/2018; 2 minutes to read; s; v; m; In this article. When illuminated by a light source, shiny objects - those that use highly reflective materials - receive specular highlights. In some cases, the specular highlights produced by the lighting module is not accurate. To produce a more appealing highlight, many Direct3D applications apply specular light maps. META_Effect(osgFX, SpecularHighlights, Specular Highlights, This effect applies additive specular highlights at fragment level (instead of OpenGL's vertex-level lighting) by using a cube map and reflective texgen. A texture matrix is computed to rotate the cube map automatically; this makes the specular effect consistent with respect to view direction and light position. The.

Specular is the color emitted for shiny surface reflections with the lights. The shininess of a surface is controlled by a float property. This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2. Property Documentatio Specular aliasing occurs because mipmaps are no longer used in the reflection map as they are re-purposed for storing the maps corresponding to different roughnesses. This can cause very bad shimmering, especially in large, curved surfaces. The reason is there are no mipmaps available to ensure correct sampling rate for the texture, meaning the texture is oversampled

使用diffuse map和specular map使物体不同部分对光有不同反映. 材质属性-不同物体对光有不同反映. 现实世界中,不同的物体对光有不同的反映,例如钢做成的物体通常比土制的花瓶看起来更亮,木质的容器和钢做成的容器对光的反应也不一样。对于镜面反射光,不同的物体接受光照后,高光部分的半径大小也不一样。要模拟不同的物体接受光照后的效果,就需要考虑. Specular is the color emitted for shiny surface reflections with the lights. The shininess of a surface is controlled by a float property. This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2 The OpenGL map allows the viewing position only a single degree of freedom. This is due to the 3D to 2D mapping which resembles popping a beach ball (no tearing allowed), and stretching it flat. The singularity becomes mapped to the perimeter of the sphere map. The image represented by the pixels near the singularity become extremely distorted due to being mapped to the perimeter of the sphere.

LearnOpenGL - Lighting map

I downloaded some models ripped from old video games and they have maps for diffuse, specular, and normal. Usually the specular map is a black and white image and I use it as a mask/mixing factor on a mix shader node to combine a diffuse shader using the diffuse map and a glossy shader using pure white color OpenGL - Specular Mapping and Lighting. A downloadable project . This is an OpenGL project created as part of an assignment while studying at the University of South Wales. It is built on top of an OpenGL framework customised slightly for the course provided by the lecturer in charge of the assignment. It retains the standard OpenGL license. I created the models, but sourced the images from.

racetrack CAR SEAT 3D PBR | CGTrader

opengl - Normal Mapping, Specular Mapping and Ambient

A specular map should be a texture map, with its data used as an intensity of the specular color in a specific point. Combining this with the separate specular color, would allow for polygons where there is a texture map, and a specular map that is used for calculating the factor of added specular color. So I could have 1 simple quad representing, for ex., the front side of a building: I'd use a single texture for representing wall, windows and the doors. By using a specular map I'll. bind shader bind default normal map texture bind default specular map texture for each object in Queue A: render object for each object in Queue B: bind object's normal map render object bind default normal map texture for each object in Queue C: bind object's specular map render object for each object in Queue D: bind object's normal map bind object's specular map render objec // 2. specular maps: vector<Texture> specularMaps = loadMaterialTextures (material, aiTextureType_SPECULAR, texture_specular ); textures. insert (textures. end (), specularMaps. begin (), specularMaps. end ()); // 3. normal maps: std::vector<Texture> normalMaps = loadMaterialTextures (material, aiTextureType_HEIGHT, texture_normal ) GLSL supports dynamic branching on the right hardware.However, for your simple needs, you want to affect the specular color with a separate map than the diffuse color. If you look at the version 1.5 OpenGL spec (the latest version where not using GLSL makes sense), page 167, it clearly states: The prefiltered reflection map is to the irradiance map, what specular is to diffuse. While the irradiance map assumes perfect diffusion of incoming light, the specular map assumes some kind of function that explains how light is reflected. A perfect mirror would just reflect the skybox, but rougher materials create a blurrier version of the skybox, based on the specular function. In other words, the prefiltered map attempts to approximate the way light is reflected for different roughness.

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The spherical map contains only one point of singularity (0,0,-1). Low resolution models mapped with a sphere map look good due to the non linear mapping used to generate the map. Cons of GL Spherical Mapping The OpenGL map allows the viewing position only a single degree of freedom. This is due to the 3D to 2D mapping which resembles popping a beach ball (no tearing allowed), and stretching it flat. The singularity becomes mapped to the perimeter of the sphere map The Specular component. The other part of light that is reflected is reflected mostly in the direction that is the reflection of the light on the surface. This is the specular component. As you can see in the image, it forms a kind of lobe. In extreme cases, the diffuse component can be null, the lobe can be very very very narrow (all the light is reflected in a single direction) and you get a mirror This short example demonstrates how you can use a combination of OpenGL blend modes and multiple passes to achieve some quite sophisticated texturing effects. It also shows how you can use multi-pass rendering to get more from a very small texture. The example uses a single channel 16 x 16 texture, so the total texture requirement is just 256 bytes, or (256 + 64 + 16 + 4 + 1) = 341 bytes with all mip-maps. Its speed depends on the machine you're using: if you've got the fill-rate, it will. The environment reflections is the Alpha map of the Specular texture. It reflects the environment around you. Normal Maps. The RGB is the standard OGL tangent space normal map. The alpha channel however holds the actual glossy/specular map. This map is the one we all know to be dependent on point lights as well as the sun. This is responsible for how the object is illuminated in respects to light

Substance Painterのチュートリアルでお勉強その17 テクスチャの出力 - hildsoft開発日誌

GL_SPECULAR: The params parameter contains four floating-point values that specify the specular RGBA reflectance of the material. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. The default specular reflectance for both front-facing and back-facing materials is (0.0, 0.0, 0.0, 1.0) For example there is the OpenGL lighting model with ambient, diffuse, specular and emissive lighting. This model is mainly used but there are many other models for lighting. In fixed-function OpenGL only this lighting model could be used, no other. With Shaders you are able to write your own lighting model. But that's only one feature of shaders. There are thousands of other really nice possibilities: Shadows, Environment Mapping, Per-Pixel Lighting, Bump Mapping, Parallax Bump. However, the normal map needs to store normal vectors, not colors. Our normals look like: (x) (y) (z) Since they are unit length, (x*x)+(y*y)+(z*z)=1. Thus x, y and z lie between -1 and 1. We can represent these in a texture map by letting the red, green and blue components of the texture equal x, y and z respectively. The color components which we will use to represent the vector must lie between 0 and 1. So, we put

Video: Generating a Sphere Map for Specular Reflection - opengl

We implemented the normal maps using tangent space normal mapping as an optimization over the basic implementation. In this method we express all the normals in our normal map in tangent space, where the vectors point roughly along the positive z direction. We then transform all of our lighting vectors to this coordinate space. This allows us to always use the same normal map regardless of the object's orientation. Above you can see an example of the use of normal maps in our scene The specular exponent is 16, and is calculated by successive squaring in the combiners. Method 2. Improved specular highlights are acheived by using the Geforce 3 or above's NV_texture_shader functionality to do a dot-product dependent look up into a specular ramp texture, again with exponent 16. The diffuse and decal are applied in another pass. However, as normalisation of the half way vector is not performed, this technique is not as good for coarsely tesselated geometry In modern PBR terms we usually refer to the smoothness and metalness of a surface instead (unless you use a specular workflow, then metalness is still linked to specular). Basically, dielectric surfaces reflect around 4% of light in a specular way, and the rest is diffuse. Metallic surfaces reflect no light diffused, and all specular. Specular light bounces directly back to the eye and shows clear reflections of the environment more. Diffuse bounces around a lot more and therefore.

Specular Mapping in OpenGL ES 2

At the OpenGL level, this shader is equivalent to the following instructions that enable the SEM for the active texture unit: glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); SEM is a handy and simple-to-use method but it has a drawback: the reflection slides on the object and. Similarly, should a specular map be present the shader will fetch the specular factor from the texture, and if not it will rely on a single float uniform passed in to the shader. Note that while I'm using luminance as a measure of specular intensity extracted from the texture, your implementation might use a different method such as looking solely at the green channel of the specular map The obvious advantages for the OpenGL programs are speed, less complexity and portability: With SPIR-V, the graphics program and the driver can avoid the overhead of parsing, compiling and linking the shaders. Also, it is easy to re-use shaders written in different shading languages. For example an OpenGL program for Linux can use an HLSL shader that was originally written for a Vulkan program for Windows, by loading its SPIR-V representation. The only requirement is that the OpenGL. Usually the specular map is a black and white image and I use it as a mask/mixing factor on a mix shader node to combine a diffuse shader using the diffuse map and a glossy shader using pure white color. But sometimes the specular map is a full color image that does not make sense to use as the mask/mix factor Normal maps looks smillar at every windlight, point is in specular maps. I realized Diffuse Glossynes maps made like for Unity4 (shines only at alpha background) works way better for SL and at any windlight than most of traditional Specular maps. Ofc its need to be made right way + settings inworld at specular need be set right too

vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords)); vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords)); vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords)); FragColor = vec4(ambient + diffuse + specular, 1.0) Specular is the color emitted for shiny surface reflections with the lights. The shininess of a surface is controlled by a float property. This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2. Property Documentation ambient: QColor. Holds the current ambient color that. OpenGL diffuse and specular maps May 9, 2017. Arkwood stood with a doorknob in his hand. It was not attached to a door. 'Is that my gold knob!' Continue reading → Materials and light on the Oculus Rift May 4, 2017. I was trying to explain a fragment shader to Arkwood. 'It is a little program that can run many times Continue reading

OpenGL FAQ / 21 Texture Mappin

Chapter 10. Real-Time Computation of Dynamic Irradiance Environment Maps Gary King NVIDIA Corporation Environment maps are a popular image-based rendering technique, used to represent spatially invariant [1] spherical functions. This chapter describes a fully GPU-accelerated method for generating one particularly graphically interesting type of environment map, irradianc These textures represent real planetary maps in equirectangular projection. You can use them in 3D rendering, or just open them in any image viewer and explore the surface of planets : This tutorial doesn't describe the basics of OpenGL, such as writing a base code or loading extensions, but everything you need for the water effect. I tried to keep things as easy as possible. Since this is my first tutorial, please send your feedback, questions or errors to *Update:Please use the comments to contact me* What you need I assume that you have a normal map of the.

Learn OpenGL Examples. github; learnopengl; sokol; blog; Unofficial WebGL examples for learnopengl.com. written in C, compiled to WebAssembly ; shader dialect GLSL v450, cross-compiled to GLSL v100 (WebGL) and GLSL v300es (WebGL2) uses Sokol libraries for cross platform support ; last updated: February 04 2021 Getting started Hello Window rendering. Read More Hello Triangle triangle. Read More. The Vertex Map shade option uses the currently selected Vertex Map to shade the model. In the case of Vertex Color maps, the color of each vertex is blended with the colors of the neighbor vertices. For Weight Maps, positive values shade red while negative values shade blue. Any vertex with a value of 0 or no value at all is shaded green. If Color and Weight type Vertex Maps are selected, the. 1、specular高光,表示材质表面的反射程度(色彩信息,明度只是一项)。可以是高光贴图也可以是高光颜色。2、gloss光泽度,也叫表面粗糙度,代表物体表面状态,是表面粗糙度,和材质没有绝对关系。gloss用来调制亮斑的大小,一般来讲,gloss越大,光斑越细小,gloss越小,光斑分布越广泛3、diffuse. Tried using a specular image ie...(Black&White) for a bump map to add depth to my models in Milkshape but it didn''t seem to work. Does anyone know if there is a OGL texture command to enable bump mapping? Or am I just burning fuel? Creating my models in Lightwave allows me to add some incredi

Specular shaders create the bright highlights that one would see on a glossy surface, mimicking the reflection of light sources. Unlike diffuse shading, specular reflection is viewpoint dependent.According to Snell's Law, light striking a specular surface will be reflected at an angle which mirrors the incident light angle (with regard to the surface's normal), which makes the viewing. 一个网格也应该包含一个索引绘制用的索引,以纹理(diffuse/specular map)形式表现的材质数据。 为了在OpenGL中定义一个顶点,现在我们设置有最少需求一个网格类: struct Vertex { glm::vec3 Position; glm::vec3 Normal; glm::vec2 TexCoords; }; 我们把每个需要的向量储存到一个叫做Vertex的结构体中,它被用来索引每个. Using the new OpenGL 2 renderer The OpenGL 2 renderer available only with ioquake3 test builds is compatible with most Quake 3 mods, supports HDR, tone-mapping and auto-exposure, cascaded shadow-maps, MSAA, texture upsampling, advanced materials, shading, and specular methods, LATC and BPTC texture compression support, and SSAO. Basically, it's the best thing to happen to Quake 3 since the. OpenGL is a cross-language, cross-platform graphics API for rendering 2D and 3D scenes using a graphics card. We just released a course on the freeCodeCamp.org YouTube channel that will teach you how to use OpenGL with C++ to create 3D and 2D graphics. Victor Gordan developed this course. Hi That video explained the ambient, diffuse, and specular components of the lighting model and the type of effects that each represents. In OpenGL, we set lighting and material properties in order to illuminate polygonal surfaces. To calculate the lighting at a vertex, we need the position that we view from, the normal vector, an active light.

Tutorial 13 : Normal Mapping - opengl-tutorial

The example code generates a specular map from the material specular properties but you could create one in GIMP, for example, and attach that as a texture to your 3D model. For instance, say your 3D treasure chest has shiny brackets on it but nothing else should reflect the environment. You can paint the brackets some shade of gray and the rest of the treasure chest black. This will mask off. Metalness & Specular workflow maps needed. Main textures: BaseColor (sRGB) AO (Linear) Roughness (Linear) Metalness (Linear) Normal (RGB) Opacity (Linear) Emissive (sRGB) Additional textures: Glossiness, Specular. Normal maps baked from hi-poly models. OpenGL tangent space Normal map. Texture names should be: BaseColor, AO, Roughness, Metalness, Glossiness, Specular, Normal, Opacity, Emissive.

Lets start with our basic input of texture maps and see the result. Only Diffuse & Reflection will have the Input Gamma as Automatic and the rest of your maps will require you to Override the Input to 1.0 as shown below. Note: The normal map generated is OpenGL format. So make sure you flip the green channel in your VrayNormalMap settings. (You. Specular: Most materials have the same specular color as diffuse color but some materials may effect specular highlights differently. For example, some plastics may have a tinted diffuse color but their specular highlights will be that of the color of the light. In this case, the diffuse color of the plastic may be a blue tint but it's specular color will be white

Wie kann ich ein Specular mit einer Specular Map auf einem benutzerdefinierten Shader in drei js erstellen? - three.js, webgl, shader, specular. Ich erstelle eine Erde in WebGL mit Three.JS, und bis jetzt habe ich eine Erde mit Tag- und Nachtstruktur und einer Atmosphäre. Zum Abschluss möchte ich meiner Erde ein Spiegelbild hinzufügen, das nur auf den Wasserabschnitten zu sehen ist. Jetzt. OpenGL version string: 4.6.0 NVIDIA 410.73; g++ (GCC) 8.2.1 20180831; Panda3D 1.10.1-1; Materials . Each Blender material used to build mill-scene.egg has five textures in the following order. Diffuse; Normal; Specular; Reflection; Refraction; By having the same maps in the same positions for all models, the shaders can be generalized, reducing the need to duplicate code. If an object uses its.

TROUSERS 3D asset | CGTrader

Integer values are mapped linearly such that the most positive representable value maps to 1.0 , the light is treated as a directional source. Diffuse and specular lighting calculations take the light's direction, but not its actual position, into account, and attenuation is disabled. Otherwise, diffuse and specular lighting calculations are based on the actual location of the light in eye. This value is kept separate from the specular color by most modelers, and so do we. REFRACTI: float : 1.0 : Defines the Index Of Refraction for the material. That's not supported by most file formats. Might be of interest for raytracing. TEXTURE(t,n) aiString: n/a : Defines the path to the n'th texture on the stack 't', where 'n' is any value >= 0 and 't' is one of the aiTextureType enumerated. OpenGL terrain renderer update: Bloom and Cascaded Shadow Maps. October 20, 2016. Bloom Filter. The bloom filter makes bright objects glow and bleed through other objects positioned in between them and the camera. It is a common post-processing effect used all the time in video games and animated movies. The demo supports a couple of configuration options that control the intensity and.

Modern OpenGL 07 - More Lighting: Ambient, Specular

Cafu Engine ist eine Grafik-und Spiel-Engine.Ihr Ziel ist es, die Entwickler von Spielen oder anderen 3D-Anwendungen zu unterstützen, indem sie ihnen eine umfassende Grundlage für Grafik, Sound, Physik, Netzwerk, Portierbarkeit und viele weitere Bereiche zur Verfügung stellt. Cafu ist plattformunabhängig und läuft unter Windows und Linux, die Anpassungen für Mac OS laufen We are finding that specular lighting is missing from opengl in our application. The problem spans the entire range of intel express integrated chipsets, both XP and Vista. It does not, however show up with other vendors' (AMD/NVidia) opengl implementations. Is that a known problem? Thanks, -Travi

[OpenGL 3D Reupload] Specular Maps - YouTub

Produces a specular highlight when the reflected ray is within a certain number of degrees of the eye ray. 0 maps to 0 degrees (no specular produced) and 1 maps to 180 degrees (all angles produce some specular reflection). The specular lobe uses a Gaussian falloff //draw stuff again, but use specular maps instead of tmaps. Just something I decided to do. I did this out of my IDE, so I don't know if I can get away with doing it w/o array indices, and thusly did it with them instead. This really works though, and you could texture the specular polygon with a colored specular map if you'd like. But when. •• Encode specular & diffuse lighting solution -- Diffuse cube map using normal map texgen -- Specular cube map using reflection map texgen -- Encode unlimited number of directional lights •• Result is stable specular highlights •• Less significant for diffuse lighting -- Average of dot products ≅dot product of average The specular map is not a color, and only represents a single value. Thus, the image looks grayscale. It's a tool to allow the artist to control the specular highlight value of any part of the surface of a mesh. This value is typically 0 to 1, 0 being black, and 1 being white, and all values between

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OpenGL Cube Map Texturing - uni-bremen

The specular color is added at the end of the texturing stage. OpenGL exposes this functionality with the GL_EXT_secondary_color extension. Unfortunately this isn't a very well supported extension right now, but I've asked NVIDIA about it and the drivers that are coming with the GeForce256 should support it, as well as the GL_EXT_fog_coord extension so that's at least something. In the mean. We will vary the specular shininess factor. To achieve this variation of specular shininess, we must first find a way to associate points on our triangles with texels on a texture. This association is called texture mapping, since it maps between points on a triangle and locations on the texture. This is achieved by using texture coordinates. Specular. The specular term is the effect that produces the shiny bright spot on the surface of a material. This term is not only dependent on the position of the light but also on the position of the viewer when observing the material. If we consider the following definitions: is the position of the position of the vertex we want to shade Cube Maps: Sky Boxes and Environment Mapping Anton Gerdelan. Last Updated 2 October 2016. OpenGL has a special kind of texture for cubes that allows us to pack 6 textures into it. It has a matching sampler in GLSL that takes a 3d texture coordinate - with R, S, and T, components. The trick here is that we use a 3d direction vector for the.

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This map is only used in non-PBR specular workflows - it states where the reflection should and should not appear. For PBR workflows, ignore this map as physically speaking all materials have reflection, and eliminating it isn't possible. A Gloss/Roughness map will likely create the effect you're aiming for. Gloss (or Roughness Select a mode and source type then load the source file - ShaderMap will create a project generating maps from the source. It's that easy. Bake Maps from 3D. Load a 3d model into the project grid and render normal maps, AO, curve, color ID, and depth from the model geometry. Speed and Memory could correspond to specular map in the old system Correspond to the fresnel reflection part of the BRDF model for the dielectric materials and to the global reflection for the metallic ones. The Surface-Relfectance process description : the light is bouncing off the surface without any transmission inside the material or micro subsurface scattering involved in the process (no refraction, no absorbtion)

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