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#Actualnewtechnology

Posted 19 April 2014 - 06:10 AM

Diffuse - specifies how much/how model will be lit when the model receives light. (how much light should it reflect and absorb)

Ambient - specifies how much/how model will be lit when the model does not receive light. (Indirect light, the model would be lit by a uniform colour all over.)

Specular - when light strikes a smooth surface, they generally reflect in a sharp direction. This forms a specular highlight and it is viewport dependent. I think it is harder for me to explain you this because i suck at explanation. I think you should refer to a book, I'd suggest Frank D. Luna's DX11 book.


#2newtechnology

Posted 19 April 2014 - 06:10 AM

Diffuse - specifies how much/how model will be lit when the model receives light. (how much light should it reflect and absorb)

Ambient - specifies how much/how model will be lit when the model does not receive light. (Indirect light, the model would be lit by a constant uniform colour all over.)

Specular - when light strikes a smooth surface, they generally reflect in a sharp direction. This forms a specular highlight and it is viewport dependent. I think it is harder for me to explain you this because i suck at explanation. I think you should refer to a book, I'd suggest Frank D. Luna's DX11 book.


#1newtechnology

Posted 19 April 2014 - 06:08 AM

Diffuse - specifies how much/how model will be lit when the model receives receives light.

Ambient - specifies how much/how model will be lit when the model does not receive light.

Specular - when light strikes a smooth surface, they generally reflect in a sharp direction. This forms a specular highlight and it is viewport dependent. I think it is harder for me to explain you this because i suck at explanation. I think you should refer to a book, I'd suggest Frank D. Luna's DX11 book.


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