Half Lambert: Difference between revisions
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In [[Source]], Half Lambert lighting can most often be seen being used on the characters face materials. It is enabled by the use of <code>$halflambert</code> within a materials [[VMT]] file. | In [[Source]], Half Lambert lighting can most often be seen being used on the characters face materials. It is enabled by the use of <code>$halflambert</code> within a materials [[VMT]] file. | ||
It has recently been implemented in the Model Pack 38 for FPS Creator http://www.fpscreator.com/pack38.html | |||
== See Also == | == See Also == |
Revision as of 10:04, 16 February 2010
"Half Lambert" lighting is a technique first developed in the original Half-Life. It is designed to prevent the rear of an object losing it's shape and looking too flat. Half Lambert is a completely non-physical technique and gives a purely percieved visual enhancement and is an example of a forgiving lighting model.
Implementation
To soften the diffuse contribution from local lights, the dot product from the Lambertian model is scaled by ½, add ½ and squared. The result is that this dot product, which normally lies in the range of -1 to +1, is instead in the range of 0 to 1 and has a more pleasing falloff.
In the original Half-Life, where this diffuse Half Lambert term was the only term in most of the model lighting, it kept the characters in particular from being lit exclusively by a constant ambient term on the back side with respect to a given light source.
In Source, Half Lambert lighting can most often be seen being used on the characters face materials. It is enabled by the use of $halflambert
within a materials VMT file.
It has recently been implemented in the Model Pack 38 for FPS Creator http://www.fpscreator.com/pack38.html
See Also
- $halflambert - VMT shader paramter to enable Half Lambert lighting.