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Mar 18, 2019 at 0:37 comment added mjw Perhaps you want a Lambertian reflectance?
Mar 18, 2019 at 0:35 comment added mjw Instead of a point source, you may want to put a light source within a cylinder, sort of like a recessed light.
Mar 18, 2019 at 0:35 comment added David G. Stork 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.
Mar 18, 2019 at 0:33 comment added mjw I think another aspect of this, is the shape of the polygon. With flat surfaces, it is hard to get that "bright spot". The example in the documentation with four spheres gives a nice "spotlight" on each of the spheres because of the curvature.
Mar 18, 2019 at 0:32 comment added David G. Stork 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.
Mar 18, 2019 at 0:30 comment added mjw Changing Lighting -> {{"Point", White, {0, 0, 2}} to Lighting -> {{"Point", White, {0, 0, 20}} turns it up pretty bright.
Mar 18, 2019 at 0:27 history edited mjw CC BY-SA 4.0
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Mar 18, 2019 at 0:27 comment added David G. Stork Yes... but even with everything adjusted, your code apparently cannot yield the bright center region we know must occur. Thanks, though.
Mar 18, 2019 at 0:20 comment added mjw This answer was in response to the original posting, with specularity.
Mar 18, 2019 at 0:16 history answered mjw CC BY-SA 4.0