I will give advice that was also echoed by Bertrand Benoit in his Speech two years ago (but I did it forever and shown similar approach in my speech year ago :- D .. )
Don't test materials in abstract space of some arbitrary HDR. Esp, when that is
not what is happening in your reference.
Test them in space you will be rendering them in. The light direction, overall lighting levels,environment, etc.. dictate the look.
Few notes: Always make sure if your object is actual metallic surface, or painted surface. If paint, then if it's metallic paint or not. This largely dictates the reflective curve but also if you have diffuse albedo at all (metal don't)
High frequency vs low frequency detail : Metallic thin surfaces (like plates) are always crooked. It's hard to simulate with bump, subdivide your object and put noise modifier or paint over vertexes manually in edit poly mode.
Layering: Surface can often have multiple coatings. Thin glossy overlay + super thin 'thin film' layer is the ultimate overkill, but may give the best look if that's how your reference works.
But if you disable fresnel and just use the custom fall-off you'll just end up with a very reflective material
No you don't. If you use Fall-off,
always disable fresnel. Otherwise you double the effect, which is just wrong. If it's too reflective, then your fallof is wrong. You can use fallof to simulate any kind of reflection, even super dim.
Has nothing to do with fresnel.
« Last Edit: 2015-06-05, 18:12:45 by Juraj_Talcik »

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