Color Shadows with Physically Based Rendering

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9 comments, last by RPTD 11 years, 3 months ago

You can construct this situation, that's correct. I think the important point here is how shadowColor.rgb is defined. Is it defined as a multiplicative value (as I used for my last post) or a subtractive value? For white colored light this is the same but for color light it is not the same. I always thought the multiplicative value is the right one. After all simple diffuse shading is:

fragmentColor = lightColor * albedo

Life's like a Hydra... cut off one problem just to have two more popping out.
Leader and Coder: Project Epsylon | Drag[en]gine Game Engine

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