Digital Paint Discussion Board

Development => Mapping => Topic started by: RoBiNandL!nk on November 02, 2012, 06:39:44 PM

Title: Phong shading
Post by: RoBiNandL!nk on November 02, 2012, 06:39:44 PM
I have been trying to look for guides but, i can't seem to find one. I'm not quite sure what it does and i have no idea how to use it. I know it can make textures look smoother and more round.


What are the effects? R_speeds wise compile time etc.
What should it look like when finished?

Yeah so basically i know nothing about phong shading.
Title: Re: Phong shading
Post by: ViciouZ on November 02, 2012, 07:04:26 PM
Basically, you apply a matching random "value" to each face you want to phong shade. Then when arghrad does the lighting pass, it pretends the surfaces you selected are curved, and changes the lightmap appropriately. r_speeds are not affected. Compile time may increase slightly. A good way to see the difference is to make a map with two barrels, both 8 sides, one where all the side faces have the value "0" in the surface properties window, and one where they all have the value "531" or whatever.
Title: Re: Phong shading
Post by: Chef-Killer on November 03, 2012, 07:22:56 AM
Before
(http://pics.zorchenhimer.com/phong-before.jpg)

After
(http://pics.zorchenhimer.com/phong-after.jpg)
Title: Re: Phong shading
Post by: jitspoe on November 05, 2012, 10:58:35 AM
Once in-game, it doesn't affect anything.  It does, however, increase the patch usage, so you hit the MAX_PATCHES error sooner when compiling, if you have a lot of surface area.  It probably increases compile times a little bit as well.