
It is recommended that a different mode be used that works physically correctly.
Reflection (Legacy), Specular - Blinn, Specular - Phong (Legacy): These three are only available for reasons of compatibility if an older file is loaded.
Anisotropic bends the reflected bundle of rays in certain directions, which produces a distortion of the reflection, as with brushed or scratched metal, for example. Ward is best suited for soft surfaces such as rubber or skin. GGX produces the greatest dispersion and works best for simulating metal surfaces: a bright specular highlight with diminishing brightness. Beckmann is a physically correct and fast type and should therefore be the preferred method for normal use. The four most important types shown on a real-world reflective model (© Eric Smit) with 60% Roughness: These types only differ in the manner with which they uniformly weaken reflections from the ideal reflection angle (= angle of incidence). Each layer’s effect can be combined with another layer using one of the two available mix modes.
Lists the reflective layers of the Reflectance surface. Use Global Specular Brightness to adjust or fine-tune a surface’s overall specular brightness. For example, if you create a complex combination of reflections, each with its own reflective strength and the overall reflection is too intense when rendered, this slider can be used to tone the reflection down without having to adjust individual reflection settings. Compared to the Reflection Strength setting, which is defined per layer, the Global Reflection Brightness setting regulates the strength of the overall reflection.