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Questions tagged [shading]

0 votes
0 answers
61 views

I need help with how to apply greyscale shading to objects in a 3D renderer I made in Python. The code is pasted below: ...
BrainBonkers's user avatar
0 votes
0 answers
145 views

Goal: How can I best simulate headlight beams, in a night-time scenario, in Godot 4? The components I have are all sprite-based - a top-level car sprite, a shadow sprite (that is offset based on time-...
Cyclops's user avatar
  • 3,139
0 votes
1 answer
108 views

I just recently imported a new asset package, all of the materials use the URP lit shader, no custom shaders. However, now I can't build the game because I keep getting the same errors: ...
Redsam121's user avatar
0 votes
1 answer
148 views

I'm trying to make a simple raytracer following the raytracing in one weekend book, but I couldn't understand why is he using what is called a viewport, he define it as a virtual rectangle, why don't ...
Anas Jawad's user avatar
0 votes
1 answer
151 views

I'm considering how a graphics-engine lights any given environment, at the level of code. So I guess perhaps the simplest way to light a scene is just to provide a Value-figure (i.e. Value as in the ...
william's user avatar
  • 103
0 votes
0 answers
155 views

I am trying to write a 3d Renderer in C using SDL and cgml but my shading seems to be not working correctly. When rendering the teapot I get seams and when I want to render a cube I get a bright white ...
Finn's user avatar
  • 1
1 vote
1 answer
228 views

Nearly all unity games have specific "unity" look. It is quite obvious that it is caused by the rendering pipeline and shading, but I was wondering which specific part is responsible for ...
Tribski's user avatar
  • 155
2 votes
0 answers
244 views

I created an asset with a morph target in Blender. I captured GIFs of manipulating morph targets from 0 to 1 in both applications. When the morph target is 0, the mesh is serrated. It is correct to ...
J. SungHoon's user avatar
-1 votes
1 answer
304 views

Let us consider the situation where only we moved the camera. The object and the light source remain in the same place. Thus the angle of the incident light is the same for every point.I have captured ...
S. M.'s user avatar
  • 117
1 vote
1 answer
1k views

We know that in Specular reflection rays reflected off surface at inverse angle;so camera position matters;creates bright highlights. I have taken one image where specular reflection is seen(Here ...
S. M.'s user avatar
  • 117
0 votes
1 answer
158 views

Im trying to create a mobile game that has flat, bright colors and I want every place to be lightened the same. Like this game: and this is my game's current state: I don't know what the problem is. ...
kutaykurt's user avatar
3 votes
1 answer
808 views

I'm currently learning how to use OpenGl, and I'm following a tutorial on learnOpenGL. I'm at the lightning chapter, and it has introduced basic lightning, ambient and diffuse with specular highlight. ...
Paul's user avatar
  • 165
0 votes
2 answers
1k views

I've been working on a sprite generator and I'm having a hard time figuring out how to add shading automatically. Here are some examples of the generated sprites Currently what I'm doing is checking ...
benneyHacker's user avatar
1 vote
0 answers
640 views

Background I'm developing a (mobile) game that makes use of particle systems to display blood splashing. The particles are - like most assets (characters and whatnot) - world based which means there ...
Roman Stadlhuber's user avatar
1 vote
1 answer
533 views

On this generated mesh, I have sharp edges, because each square has duplicate vertices separate from its neighbours. I can't remove the duplicate vertices because I'm using them to provide unique UV ...
Dreugui's user avatar
  • 25

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