Cast & Render

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A shader is a promise about daylight

Matte has to read as matte on a phone at noon. If it only works in the dark room where it was signed off, it is not finished.

Every shader we build gets checked outside. Not metaphorically — somebody carries a phone into the street with the frame open and looks at it in daylight.

It sounds unserious. It catches more problems than any calibrated monitor we own, because the calibrated monitor is not where the object is going to be seen.

Same ceramic, three viewing conditions. Only one of them was signed off in a dark room.

What daylight exposes

  • Roughness that was tuned too low. In a dark room a slightly glossy matte looks rich. In sun it looks wet.
  • Shadow tint. Neutral greys pick up whatever bounce your HDRI was built from. Outside, that bounce is suddenly wrong.
  • Contrast bought with black point. Crushing the shadows flatters a render right up until ambient light lifts them back.

The fix is usually the light, not the surface

Nine times in ten the shader was fine and the rig was lying to us. We rebuild the HDRI by hand more often than we rebuild a material — a bounced card in the wrong place will make a perfectly good surface look like plastic, and no amount of roughness tweaking saves it.

Which is the whole argument for look dev being its own step with its own sign-off. A surface signed off under one light is a promise you have not actually made yet.

Bring us the object this applies to.

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