![]() In you character/monsters material, you add those “wrap diffuse” calculations and simply do "diffusewrapdiffuse" and put it into emissive. The secondary light are default light, but for general, which will like “key” light, you make some BP where you put you light and simple logic to set light direction in material parameter collection. You chose what light in you scene will be, let say, general, and which will be secondary. You probably can experiment with adding those “wrap diffuse” model in simply way like: Bloody simple, but you cant add that lighting model to you material, cause you dont have any access to light direction vector in material (not in defferend nor forward rendering mode), you should modify/add you custom shading model, which can be quite difficult if you not familiar with that sort of task. Default lighting model are NdotL (the Dot product from Normal and Light direction vector) and “wrap diffuse” is NdotL 0.5+0,5. Not sure but probably not many games of those times use features like that for lighting.Īlso as you can see in the papers, valve using so called “Half-Lambert” or “Wrap diffuse” lighting model, at least for characters (im not sure about static objects, not character meshes). Cause as you can see there’s no shadow baked with radiosity lightmaps in source.Īlso, I believe what disabling “Use inverse square falloff” in all lights also can help.
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