Exactly: almostlighting_freak wrote: ↑Tue Nov 24, 2020 9:39 am On this pictures you may see that the sample plate is almost specular:
Your choice of normal map seems to be quite a good match. Attached is your scene back with three changes:
- Clear Volume instead of Homogeneous. (The effect really comes form the surface alone. You can add some absorption color but there is no volume scattering in your material)
- Increased the normalmap's Height setting a bit.
- Switched to Path + GPU. No need for BiDir here.