Better handling of specularity

Better handling of specularity

I wish that I could get the specular highlights on Material sharper and smaller. Right now my glass materials always look just slightly less glossy than I'd like them to be.
 
Nevermind, I was comparing the Blinn shader in Blender to the one in Cheetah. Phong in Blender looks almost exactly like Cheetah's material. So, I guess I just want support for more shaders. Sorry about the confusion.
 
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