Phong: Difference between revisions

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==VMT Parameters==
==VMT Parameters==
 
"$phong" "1" Enables Phone effect<br>
"$phongboost" "X" Increases the overall phong effect by X factor, default seems to be 1
"$phongboost" "X" Increases the overall phong effect by X factor, default seems to be 1<br>
"$phongfresnelranges" "[1 3 8]"
"$phongfresnelranges" "[1 3 8]"<br>
"$phongexponenttexture" "models\player\american\american_body_exp"
"$phongexponenttexture" "models\player\american\american_body_exp"<br>
"$phongexponent" "1" Seems to apply a flat scaling in place of $phongexponenttexture, usually comment out
"$phongexponent" "1" Seems to apply a flat scaling in place of $phongexponenttexture, usually comment out<br>
"$phongalbedotint" "1"
"$phongalbedotint" "1"<br>


==Exponent Map==
==Exponent Map==

Revision as of 14:50, 4 December 2006

Phong is a rendering technique introduced to the Source Engine with Half-Life 2: Episode One. Phong looks best on a normal mapped model with some bit of specularity.

Phong supports two additional texture parameters

  • Exponent Map - $phongexponenttexture - Sort of gloss map where black is matte and white is glossy

VMT Parameters

"$phong" "1" Enables Phone effect
"$phongboost" "X" Increases the overall phong effect by X factor, default seems to be 1
"$phongfresnelranges" "[1 3 8]"
"$phongexponenttexture" "models\player\american\american_body_exp"
"$phongexponent" "1" Seems to apply a flat scaling in place of $phongexponenttexture, usually comment out
"$phongalbedotint" "1"

Exponent Map

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