JF_Aidan_Pryde
Regular
Diffuse, ambient, specular, area, directional, point, spot, volume. It seems the more I read about lights, the worse it gets. "Make it up as you go along" it almost seems. I think the mix between game and non-interactie editors' lights are confusing me. Here's what I understand:
Ambient = isotropoic. Same from any direction. The stuff that lights up a the OpenGL lesson 1 - "triangle". So far so good.
Diffuse = Essentially 'vertex lighting'. When you fire up a dynamic light like a rocket trail, this is what lights up surrounding the environment.
Specular = Shiny. Direction dependent. But isn't this a material attribute rather than a light attribute? As in, wheter something is specular really depends on the surface rather than the light. Why then is specular often regarded as a 'light' attribute?
To my mind, it seems light attributes should be its intensity, direction and colour whereas material attributes determine reflectance, hence its diffuse and specular.
And what's a static light vs. a dynamic light? Does the static light only have use in lightmap generation while the dynamic light is used for vertex/diffuse lighting?
What's the difference between specular lighting for metal and anisotropic lighting for hair?
And a totally wacked question: Our best lighting models based are essentially based on mapping photons. But this is the 'particle' model of the physics of light. Does this mean, using the photon model for lighting equations, we won't be able to simulate the effects of light when they behave like waves? Ie. interference?
Had to get all that off my chest.
Thanks in advance.
Ambient = isotropoic. Same from any direction. The stuff that lights up a the OpenGL lesson 1 - "triangle". So far so good.
Diffuse = Essentially 'vertex lighting'. When you fire up a dynamic light like a rocket trail, this is what lights up surrounding the environment.
Specular = Shiny. Direction dependent. But isn't this a material attribute rather than a light attribute? As in, wheter something is specular really depends on the surface rather than the light. Why then is specular often regarded as a 'light' attribute?
To my mind, it seems light attributes should be its intensity, direction and colour whereas material attributes determine reflectance, hence its diffuse and specular.
And what's a static light vs. a dynamic light? Does the static light only have use in lightmap generation while the dynamic light is used for vertex/diffuse lighting?
What's the difference between specular lighting for metal and anisotropic lighting for hair?
And a totally wacked question: Our best lighting models based are essentially based on mapping photons. But this is the 'particle' model of the physics of light. Does this mean, using the photon model for lighting equations, we won't be able to simulate the effects of light when they behave like waves? Ie. interference?
Had to get all that off my chest.
Thanks in advance.