Originally Posted by GecT
Agreed. The blinn doesn't have BRDF qualities so you'll have a surface that is equally reflective regardless of the viewing angle (unless you get a sampler info node involved) Lol these smilies are awesome.
I included a part on the blinn shader and rendering glass
in maya software to be able to go through the fresnel effect and how a glass
shader is constructed instead of going straight for mental ray. So that shader there should have a sampler info node and ramps it must be the mapped reflections and ibl. You can't really beat mia_material_x though, I was on a mission a while back to see how well I could get glass
in maya software with blinn and no indirect illumination and it's impossible to get blinn glass
that comes anywhere close to mental ray shaders. Dave was lighting a similar scene in maxwell at the time and laughing like crazy at me
I like your blog btw Genny, it's very clever.