R Soul on 9/10/2004 at 19:27
Shouldn't the grey part be using Phong shading?
Or does Phong make it look wrong?
Sluggs on 9/10/2004 at 20:52
Oh Crap, it isn't using PHONG shading! :o F**k! :mad: Oh well, updating the .zip file yet again! :o
Thanx for bringing that up R Soul. :grr: :laff: :thumb:
.zip updated with all new PHONG base! :eww:
Doing the same thing with bigcase.zip :rolleyes:
All done!
Dark Arrow on 10/10/2004 at 08:43
What is the difference between different shading methods? I know it has been answered before, but since this is the correct thread...
Eshaktaar on 10/10/2004 at 09:58
Flat shading gives each polygon just one shading value, thus making the surface look flat. Phong shading on the other hand calculates the in-between values and gives the object a much smoother look.
Using Phong shading for Thief objects is a bit misleading, because with today's PCs it's not yet possible to calculate this kind of shading in real-time. Instead, Gouraud shading is applied, which is not as accurate as Phong, but much faster.
(
http://freespace.virgin.net/hugo.elias/graphics/x_polygo.htm) See this site for an explanation.
Dario on 10/10/2004 at 11:40
Or in 3d Studio Max terms, phong/gouraud shading is applied via Smoothing Groups.
- I don't know how this thread got to page 27, but I'm not reading 27 pages just to find out :wot:. :)
sNeaksieGarrett on 10/10/2004 at 17:48
Quote Posted by Dario
- I don't know how this thread got to page 27, but I'm not reading 27 pages just to find out
lol :rolleyes:
Wow, never heard of phong/goraud, what odd names lol :laff:
-Looks like I should download that file just incase I make an FM someday, and wanna use that alarm light. ;)
~SG
Dario on 10/10/2004 at 23:13
Sorry, I didn't mean to say that "phong/gouraud" is a 3d Studio Max term. It's not.
"Smoothing Groups" are the 3dsMax term for those types of shading... when you're getting the light to blend smoothly between polygons.
-
Edit: If I am correct, games like Doom3 with real-time lighting and shadows don't need smoothing groups, because all the lighting is applied via actual projected "light", and isn't just an illusion in which polygons are supposed to light themselves up.
I could be very wrong on this (please mention if I am), but that's how I think it is.
GORT on 13/10/2004 at 15:03
I'll sure use 'em! :cheeky: I was about to make those myself.
ZylonBane on 13/10/2004 at 16:15
Quote Posted by Dario
Edit: If I am correct, games like Doom3 with real-time lighting and shadows don't need smoothing groups, because all the lighting is applied via actual projected "light", and isn't just an illusion in which polygons are supposed to light themselves up.
The entire point of phong/gouraud shading is to make object models appear smoother than they actually are. If you hand the most advanced, ray-traced, per-pixel renderer in the world a 30-poly model of a "sphere", you will get back a very pretty picture of an angular 30-sided object.