If the diffuse is calculated as a phong or lambertisn term (like it probably is) then diffuse power should have the same effect on model lighting as spec power does on specular lighting. Ie make it More directional and less diffused. Just slap a constant medium grey into the diffuse slot, then put a scalar into the diff…
Hey to all, I was wondering if anyone knew what exactly Diffuse power was used for in UDK's material. From what I was able to read up on, it essentially Specular-Power/Glossiness, but for the diffuse only...which really doesn't make sense for me in my head. I tried playing around with it, but the effects were really weird,…
Ack. Diffuse boost is the value that affects Lightmass bounce lighting. Just had a quick look through the UDN, and it looks like EPIC have yet to write up what Diffuse Power means :P With that clarified, I can't say I've ever used it, or seen it being used specifically.
right, it's just a (seemingly normalized) power function. maybe something like pow(NdotL, diffusepower) * diffusepower, and then that's multiplied together with the diffuse texture. in layman's terms you'd probably call it diffuse falloff instead. any values above 1 makes the diffuse term softer, and any value below 1…
Yeah, UDK uses a Phong based material by default, also, I see what you guys mean now. It looks extremely weird, and I'm confused as to how one would get the most benefit out of it, although something struck me as abit off in the video I used as an example. [ame="http://www.youtube.com/watch?v=-x5fgnoQfbU"]UDK - Diffuse…