Half Lambert: Difference between revisions
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[[Image:Alyx_lambert_half_lambert.jpg|right|200px|thumb|Alyx model showing Lambertian lighting (left) and Half Lambert lighting (right)]]  | [[Image:Alyx_lambert_half_lambert.jpg|right|200px|thumb|Alyx model showing Lambertian lighting (left) and Half Lambert lighting (right)]]  | ||
'''Half Lambert lighting''' is a technique designed to prevent the rear of an object losing its shape and looking too flat.  | |||
Half Lambert is a completely non-physical technique{{clarify}} and gives a purely percieved visual enhancement and is an example of a forgiving lighting model.  | |||
== Games ==  | |||
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# {{hl|4}}  | |||
==Implementation==  | ==Implementation==  | ||
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==See Also==  | ==See Also==  | ||
* [[$halflambert]] - [[VMT]] shader parameter to enable Half-Lambert lighting.  | * [[$halflambert]] - [[VMT]] shader parameter to enable Half-Lambert lighting.  | ||
[[Category:GoldSrc]]  | |||
[[Category:Source]]  | |||
[[Category:Material System]]  | [[Category:Material System]]  | ||
Revision as of 12:41, 29 April 2023
Half Lambert lighting is a technique designed to prevent the rear of an object losing its shape and looking too flat.
Half Lambert is a completely non-physical technique[Clarify] and gives a purely percieved visual enhancement and is an example of a forgiving lighting model.
Games
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 material's VMT file.
See Also
- $halflambert - VMT shader parameter to enable Half-Lambert lighting.