can anyone just explain What is the usage of Specular, Ambient, and Diffuse properties of light.. if u can please give some examples..
We get it. We use ad blockers too. But GameDev.net displays them so we can continue to be a great platform for you.
Please whitelist GameDev.net and our advertisers.
Also consider a GDNet+ Pro subscription to remove all ads from GameDev.net.
Jump to content
Subscribe to GameDev.net's newsletters to receive the latest updates and exclusive content.
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.
Posted 19 April 2014 - 06:08 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.
Edited by newtechnology, 19 April 2014 - 06:10 AM.
Posted 19 April 2014 - 07:35 AM
I googled "directx 9 lighting" and got 290,000 hits. You might try that.
Among those 290,000 references, this link provides a nice description of lighting.
Please don't PM me with questions. Post them in the forums for everyone's benefit, and I can embarrass myself publicly.
You don't forget how to play when you grow old; you grow old when you forget how to play.
GameDev.net™, the GameDev.net logo, and GDNet™ are trademarks of GameDev.net, LLC.