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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