TATechnical Art & Graphics Academy
← Rendering

Lighting lab

A sphere lit with the same physically based formula games use (GGX + Schlick Fresnel + Smith). Diffuse is the soft matte light; specular is the shiny highlight.

Material

Try it

  1. Set metallic to 1: the diffuse vanishes and the highlight takes the albedo colour.
  2. Roughness 0.05 → 0.9: the highlight grows wider and dimmer, but the total light stays about the same (energy conservation).
  3. Turn off Key and Fill: the rim light alone outlines the silhouette — that's Fresnel at grazing angles.