Dark & Bright Star | design crystal lighting chandeliers - bright and dark
Diffuselight vs direct light
This code can be written in less lines if you combine the operations into single statements. For example, the diffuse calculation could be written like this in a single line:
As you experiment with the demonstration program, please make sure you observe the following characteristics of combining ambient, diffuse, and specular lighting.
Diffused light Ceiling
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Special version of the Befree Advanced Lever dedicated to all Sony α camera users who want maximum performance and stability in all shooting positions.
Diffused light photography examples
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Diffusedlightinginterior design
The specular_color is combined with a percentage of the surface’s diffuse color. This is the same idea we used in lesson 9.3, but this time we take a percentage of the diffuse color instead of the face’s color.
The example WebGL program above was based on a point light source. If you had a different type of light source, such as a sun light source, the shader programs would have to be changed because the definition of your light source would change, but the fundamental math would be the same.
Experiment with the following WebGL program. There are many values to experiment with, so take your time and figure out how the settings interact with each other.
Diffusedlighting
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Diffused light architecture
Now that you understand the three basic light models: ambient, diffuse, and specular, we can combine the three models into a general model for realistic light modeling. When we combine the light models the only question is how the three separate colors can be combined into a single color. The answer turns out to be very simple. Since colors from light are additive, all we have to do is add the three colors together. Besides the addition of the colors, there is no new math in this lesson.
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What is diffused light for plants
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There is no new math to discuss. The ambient, diffuse, and specular light calculations are performed as we discussed in the previous lessons and then the resulting colors are added together to get the final color.
The specular reflection WebGL program in lesson 9.3 used a uniform variable to store the “shininess” value, but it is really a property of the model’s surfaces, not of the light source. Why wasn’t the shininess stored as an attribute variable of the model? Well, it could have been. If every triangle of the model had a different shininess, you would store an array of shininess values, one for each vertex. For a typical model, all of its surfaces have the same shininess and we store the value once in a uniform variable.
Notice that the final color of a pixel is simply the sum of the ambient, diffuse and specular calculations. This is a component-wise vector addition. That is, if a = and b = . Then a + b is equal to a 3-component vector .
You are encouraged to not write complex statements like this until much later in your learning. The GLSL compiler will optimize your code, so write your code as clearly as possible for humans! Use descriptive variable names and multiple, distinct statements for clarity.
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