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Dan Connelly wrote:
>
> Jed Reynolds wrote:
> > > 4. "interpolate 2" should almost always be used with bump maps
> > > to prevent pixellization artifacts.
> >
> > I didn't seem to notice a lot of difference between interpolate 2
> > and interpolate 4, but I did notice the difference between 0 an {2,4}.
>
> Bilinear interpolation is a pretty standard scheme, so I always
> use it... I haven't investigated normalized distance, so can't
> comment on the speed/quality tradeoffs.
>
> > >
> > > Consider the following scene :
> > Now why did I put a "phong" shading in mine when I
> > should have been using "specular"...Hrm. It sharpens it quite
> > a bit. I like the effect when roughness in increased as well.
>
> Don't take my choice too seriously..... some folks use Phong
> and others specular. I choose the former because the docs
> claim it is more realistic, but I can't claim this is an
> otherwise educated preference.
>
> Anyone care to comment?
>
> Dan
>
> --
> http://www.flash.net/~djconnel/
I've actually used both to good effect to do a finish like 'metallic'
car paint
finish{
phong .3 phong_size 15
specular 1 roughness 0.001 }
gives a big dull phong highlight and a small shiny spot.
PoD.
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