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FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


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#Actualpowly k

Posted 17 February 2013 - 11:56 AM

The specular term is just a single part of your lighting, usually combined with some ambient and diffuse lighting. It represents the reflected light and is usually computed based on the surface normal, light position and the view position - as opposed to the diffuse term that doesn't depend on the view position but only the normal and light position, and the ambient term that's just a constant everywhere.

 

The wikipedia article for Blinn-Phong shading (usually just "Phong shading") is probably a good place to start.


#3powly k

Posted 17 February 2013 - 11:56 AM

The specular term is just a single part of your lighting, usually combined with some ambient and diffuse lighting. It represents the reflected light and is computed based on the surface normal, light position and the view position - as opposed to the diffuse term that doesn't depend on the view position but only the normal and light position, and the ambient term that's just a constant everywhere.

 

The wikipedia article for Blinn-Phong shading (usually just "Phong shading") is probably a good place to start.


#2powly k

Posted 17 February 2013 - 11:55 AM

The specular term is just a single part of your lighting, usually combined with some ambient and diffuse lighting. It represents the reflected light based on how the light would reflect given the surface normal, light position and the view position - as opposed to the diffuse term that doesn't depend on the view position but only the normal and light position, and the ambient term that's just a constant everywhere.

 

The wikipedia article for Blinn-Phong shading (usually just "Phong shading") is probably a good place to start.


#1powly k

Posted 17 February 2013 - 11:55 AM

The specular term is just a single part of your lighting, usually combined with some ambient and diffuse lighting. It's just some additional light based on how the light would reflect given the surface normal, light position and the view position - as opposed to the diffuse term that doesn't depend on the view position but only the normal and light position, and the ambient term that's just a constant everywhere.

 

The wikipedia article for Blinn-Phong shading (usually just "Phong shading") is probably a good place to start.


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