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#ActualBrother Bob

Posted 22 July 2013 - 12:19 PM

Half Life 2 used a "Half Lambert" diffuse term

 

Yup, another excellent formula.  I saw this half life formula described as "the dot product from the Lambertian model is scaled by ½, add ½ and squared"

 

I interpreted this as the following -> ((NdotL1 * 0.5) + 0.5) * ((NdotL1 * 0.5) + 0.5) 

 

The model looks very similar as with the above RenderMan equation but this one better retains the illusion of depth.  Thanks for the tip.


#3marcClintDion

Posted 22 July 2013 - 03:19 AM

There is far too much arrogance and out right abuse by site moderators, they are teaching other people to behave this way.  The posts I've made will all be shorty removed and replaced with this notice.  Game development is not the only thing being taught here, bad behavior is being taught as well.


#2marcClintDion

Posted 21 June 2013 - 07:53 PM


Half Life 2 used a "Half Lambert" diffuse term

 

Yup, another excellent formula.  I saw this half life formula described as "the dot product from the Lambertian model is scaled by ½, add ½ and squared"

 

I interpreted this as the following -> ((NdotL1 * 0.5) + 0.5) * ((NdotL1 * 0.5) + 0.5) 

 

The model looks very similar as with the above RenderMan equation but this one better retains the illusion of depth.  Thanks for the tip.


#1marcClintDion

Posted 21 June 2013 - 07:52 PM


Half Life 2 used a "Half Lambert" diffuse term

 

Yup, another excellent formula.  I saw this half life formula described as "the dot product from the Lambertian model is scaled by ½, add ½ and squared"

 

I interpreted this as the following -> ((NdotL1 * 0.5) + 0.5) * ((NdotL1 * 0.5) + 0.5) 

 

The model looks very similar as it does using the above RenderMan equation but this one better retains the illusion of depth.  Thanks for the tip.


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