Original Post
Ok so I'm still confused about this.
I define my diffuse lighting term as the following:
float4 Diffuse = Ka + (Kd / PI) * Ei;
Ei being the color of the light combined with the materials diffuse color multiplied by N dot L.
Ka = Ambient constant
Kd = Diffuse constant
So do I understand that right when I say my outgoing energy is < incoming energy ?
Because doing so what I get as a result is a darker color than when I don't divide by PI.
e.g.
Ei = float4(1.0f, 1.0f, 1.0f, 1.0f);
would give me a complete white surface on a plane with a directional light shining directly onto it, while doing the division by PI the result looks more like something around
~ RGBA(0.7, 0.7, 0.7, 1.0f).
Now if what I said before was true would it even be possible to get a perfect white as a result if the output is always going to be darker than that?
I define my diffuse lighting term as the following:
float4 Diffuse = Ka + (Kd / PI) * Ei;
Ei being the color of the light combined with the materials diffuse color multiplied by N dot L.
Ka = Ambient constant
Kd = Diffuse constant
So do I understand that right when I say my outgoing energy is < incoming energy ?
Because doing so what I get as a result is a darker color than when I don't divide by PI.
e.g.
Ei = float4(1.0f, 1.0f, 1.0f, 1.0f);
would give me a complete white surface on a plane with a directional light shining directly onto it, while doing the division by PI the result looks more like something around
~ RGBA(0.7, 0.7, 0.7, 1.0f).
Now if what I said before was true would it even be possible to get a perfect white as a result if the output is always going to be darker than that?