Questions tagged [shading]
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57 questions
0 votes
0 answers
61 views
Applying greyscale shading to objects in a Python 3D renderer
I need help with how to apply greyscale shading to objects in a 3D renderer I made in Python. The code is pasted below: ...
0 votes
0 answers
145 views
How to best simulate headlights
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-...
0 votes
1 answer
108 views
URP Maximum Sample Index (16) with Light Cookie Input
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: ...
0 votes
1 answer
148 views
what is "viewport" mentioned in the raytracing in one weekend book?
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 ...
0 votes
1 answer
151 views
3D-lighting considerations
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 ...
0 votes
0 answers
155 views
Why is my Gouraud Shading not working correctly?
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 ...
1 vote
1 answer
228 views
What specific lighting property creates "the unity look"
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 ...
2 votes
0 answers
244 views
Object reshaped by morph target retains shading from its original shape
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 ...
-1 votes
1 answer
304 views
Is diffuse reflection definition failed when we see both reflection(diffuse,specular) is happening on one single object?
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 ...
1 vote
1 answer
1k views
Why specular reflection portion changes when we move in different direction?
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 ...
0 votes
1 answer
158 views
Flat and crispy shading
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. ...
3 votes
1 answer
808 views
Why should every light source have its own ambient light?
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. ...
0 votes
2 answers
1k views
Improving shading of procedurally generated pixel art sprites
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 ...
1 vote
0 answers
640 views
Unity Particle Systems from AssetBundle not rendered properly
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 ...
1 vote
1 answer
533 views
Smooth shading along edges with duplicate vertices
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 ...