Diffuse
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− | {{grammar}} | + | {{grammar checked|darth}} |
− | [[File:Color_vs_diffuse.jpg|thumb| | + | [[File:Color_vs_diffuse.jpg|thumb|400px|Color texture (on the left) and diffuse texture]] |
− | Diffuse texture - a version of color texture applicable to Phong shading. Usually color texture contains shadowing and specular applied - info that is not required for Phong shading as it | + | Diffuse texture - a version of color texture applicable to Phong shading. Usually color texture contains shadowing and specular applied - info that is not required for Phong shading as it has shading and specular done during rendering (using [[normalmap]] and [[specular | specular map]]). |
− | In Darkplaces, there is no special texture slot for a diffuse, it is replacing color texture. So it matters how your surface world be lit (with phong shading or just with [[lightmap]]) to determine, if should draw a diffuse texture or generic color texture. | + | In Darkplaces, there is no special texture slot for a diffuse, it is a replacing color texture. So it matters how your surface world be lit (with phong shading or just with [[lightmap]]) to determine, if should draw a diffuse texture or a generic color texture. |
{{important|Lighting up a non-diffuse texture with Phong shading will decrease an effect of it, as both calculated and baked shades will appear.}} | {{important|Lighting up a non-diffuse texture with Phong shading will decrease an effect of it, as both calculated and baked shades will appear.}} | ||
− | {{tip|Blood Omnicide | + | {{tip|Blood Omnicide uses Phong shading on all surfaces.}} |
[[Category:Glossary]] | [[Category:Glossary]] | ||
[[Category:Darkplaces engine]] | [[Category:Darkplaces engine]] | ||
+ | {{finished}} | ||
__NOTOC__ | __NOTOC__ |
Latest revision as of 16:49, 28 September 2012
Diffuse texture - a version of color texture applicable to Phong shading. Usually color texture contains shadowing and specular applied - info that is not required for Phong shading as it has shading and specular done during rendering (using normalmap and specular map).
In Darkplaces, there is no special texture slot for a diffuse, it is a replacing color texture. So it matters how your surface world be lit (with phong shading or just with lightmap) to determine, if should draw a diffuse texture or a generic color texture.
Important: Lighting up a non-diffuse texture with Phong shading will decrease an effect of it, as both calculated and baked shades will appear.
Tip: Blood Omnicide uses Phong shading on all surfaces.