Don't we all :) I think someone mentioned it earlier but there's really just not a fast way to approximate this. The nice thing about the methods we've used so far is it's a super slim equation to approximate diffuse lighting from a point lightsource = the dot product of the Normal and the Light vector, once you start…
Well, you're debating my rebuttal to a poorly made argument, so there is bound to be some confusion. My understanding was that Malcolm was implying that no objects ever have small white specular highlights, or dots as he called it. The diffused lighting an object is receiving does not have to be black for the specular…
I know specular is still hacked, but we have a reasonable handle on good looking specularity so far. I'm more wishing that the diffused lighting would come along. We basically have point lights if we want it to be dynamic, shadow casting, and have falloff obeyed, or we can have spherical cubemap based lights, but lose all…
Hi poop! Yeah what I meant by no specular dots is I've met many people who don't actually think about what the specular dot is in real life, ie the specular dot in a game is just a white dot you tune in the shader most times but in real life it's either the reflection of a light source like a bulb in a studio or out doors…