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  • $\begingroup$ This answer was in response to the original posting, with specularity. $\endgroup$ Commented Mar 18, 2019 at 0:20
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    $\begingroup$ Yes... but even with everything adjusted, your code apparently cannot yield the bright center region we know must occur. Thanks, though. $\endgroup$ Commented Mar 18, 2019 at 0:27
  • $\begingroup$ Changing Lighting -> {{"Point", White, {0, 0, 2}} to Lighting -> {{"Point", White, {0, 0, 20}} turns it up pretty bright. $\endgroup$ Commented Mar 18, 2019 at 0:30
  • $\begingroup$ But placing the source point far from the surface is precisely what we shouldn't do. Even if it makes the overall image bright, it fails to give a large difference in brightness between the center and the edge. $\endgroup$ Commented Mar 18, 2019 at 0:32
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    $\begingroup$ Hold a candle near your carpeted (Lambertian) floor in an otherwise dark room. THAT is what I'm trying to simulate. The sphere specularity is particularly effective when there is specular ("mirror-like") reflection from the surface—precisely what I want to avoid. And I certainly don't want to use a cylindrical or other baffle, which thwarts the physical phenomenon in question. $\endgroup$ Commented Mar 18, 2019 at 0:35