Diffuse

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(Created page with "{{grammar}} Color texture (on the left) and diffuse texture Diffuse texture - a version of color texture applicable to Phong shading....")
 
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{{grammar}}
 
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[[File:Color_vs_diffuse.jpg|thumb|512px|Color texture (on the left) and diffuse texture]]
 
[[File:Color_vs_diffuse.jpg|thumb|512px|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 shadowing and specular are done during rendering (using [[normalmap]] and [[specular | specular map]]).
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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 have 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 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.
  
Lighting up a non-diffuse texture with Phong shading will decrease an effect of realtime per-pixel lighting, as both calculated and baked shades will appear.
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{{important|Lighting up a non-diffuse texture with Phong shading will decrease an effect of it, as both calculated and baked shades will appear.}}
 
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{{tip|Blood Omnicide using Phong shading on all surfaces.}}
 
{{tip|Blood Omnicide using Phong shading on all surfaces.}}
  

Revision as of 21:37, 3 August 2012

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 have shading and specular done during rendering (using normalmap and 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.

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 using Phong shading on all surfaces.
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