Talk:Phong materials

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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)

List of products supporting phong

Does any one have a list of the steam products which support phong shading ? 12:45, 1 Sep 2007 (PDT)

Off the top of my head, CS:S, DoD:S, EP1 and any mod based off of SDK Base (AppID 215). --Wunderboy 03:37, 2 Sep 2007 (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 forums that did it. --Wunderboy 03:50, 22 Feb 2007 (PST)


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.

Well if you can post/supply some samples of how you used it and the effect maybe it's worth adding to the article.

default "$phongexponent" "5.0"

Can I just check this is correct & not a typo ... "50" would be more 'mid-range' ... ? Beeswax