DaveBaumann said:WRT Huddy's involvement with ATI, this was in the latest issue of Edge magazine:
Thanks Dave, fairly interesting...
DaveBaumann said:WRT Huddy's involvement with ATI, this was in the latest issue of Edge magazine:
Humus said:It'll look more detailed but the lighting will look very odd. So even in these pictures. Looking at the legs in the lower image gives the impression that light comes from the floor while the chest gives the opposite impression.
well, they are a bit overdone nowadays.Colourless said:/me acts like a stick in the mud
I hate shiny graphics. I hate specular highlights....
-Colourless
Laa-Yosh said:However the camera/surface angle-based changes would surely require a little bit more complex shaders - and the speculars themselves could look a bit nicer, I guess the current algorythms aren't on par with Renderman
// compute a per-vertex fresnel term F:
// f ~= fzero + (1-fzero) (1-(EdotN))^5
float edotn = abs(dot(-eyeVec, normal));
OUT.Color.w = FresnelConstants.x + (1.0-FresnelConstants.x) * pow(1.0-edotn, 5);
// compute per-vertex specular contribution
OUT.Specular.xyz = FresnelConstants.z * pow(dot(reflection, lightVec), FresnelConstants.y) * LightColor.xyz;