Talk:Phong materials

From Valve Developer Community
Revision as of 20:52, 23 March 2007 by RomeoJGuy (talk | contribs)
Jump to navigation Jump to search

This article is going to take some time to write so be patient. Theres a lot to explain! -- Wunderboy 16:16, 28 Aug 2006 (PDT)

Could be useful to describe the standard gouraud shader stuff somewhere as well - jumping straight from flat-shading to the all-singing, all-dancing phong kind of leaves out some interesting stuff which was used at some point. :-) —Cargo Cult (info, talk) 06:06, 22 Sep 2006 (PDT)
Yeah I thought about that but I don't want to bog the article down in lots of talk on graphic techniques. However I may split off stuff into sub-articles and link between them. I know I already intend to do one about half-lambert lighting. --Wunderboy 12:22, 22 Sep 2006 (PDT)

Overrides specular?

In the material I'm working on Phong overrides specular/cubemap. Is that normal? --TomEdwards 02:12, 22 Feb 2007 (PST)

I believe so. There was some discussion on the DoD:S forums about this and it was generally agreed after much experimentation that there is currently no way to have phong and environmental cubemaps co-existing unless you use a custom/third party shader. There was one released on the hl2word.com forums that did it. --Wunderboy 03:50, 22 Feb 2007 (PST)

Lightwarp

From my uses of it, seems to work as intended. The others in unsupported are non-functional but the lightwarp works fine and with it can do some really strange things. In fact it works well for simulating skin using a gradient from model's skin color to black gradient.