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Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
0
Found in
5.0.0b14
Issue ID
650503
Regression
No
Reflection from point light doesn't look natural for shader's different smoothness levels
1) What happened
Reflection from point light doesn't look natural for all shader's smoothness levels
2) How can we reproduce it using the example you attached
1. Create point light and a plane with default shader on it (or use attached project)
2. Change smoothness of shader attached to the plane (gradually from 0 to 1)
---> Reflection changes from none (expected for rough) to a quite large light spot for middle values of smoothness (still can be). But then it gets smaller and finally almost disappears for values near 1. This isn't a natural behaviour - size of reflection should depend on the actual light-source size. It can't be huge for one level of smoothness and tiny for another. It will vary a bit because of spread of light on semi-smooth surface, but not that much.
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Zicandar
May 12, 2015 15:22
Actually this behavior is "correct" in the sense that it matches with how a BRDF model works.
However what other engines have done to solve it is to have a light radius. (Note that radius != range).
And then change incoming angle and normalize the strength based on the radius. It allows lights to be larger then a tiny dot on smooth surfaces.