Christoph Hormann wrote:
> Instead of suggesting syntax formulations you should better explain how
> you think the color of the surface should be calculated - i have no idea
> how this should work from what you have written.
>
The color of the surface is made up from different components like
diffuse, ambient, specular, ... which all give you a color for this
point on the surface. The final color is somehow a combination of them.
For example you could substract the specular component from the diffuse.
This is something I often did using layered textures and negative colors.
I dont know if this could be efficiently implemented or if it even would
be practical..
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