hi all,
i've been looking elsewhere (google, etc) and couldn't find anything that would even get me a clue.
i'm trying to figure out half-life's albedo map, how they generated it. is an albedo map generated similar to a bump map, or is it generated manually using third party 2d painting programs? if so, where can i find one.
also, is it possible for me to create an albedo map using free tools like blender, is there a button in blender that will auto-magically do this?
please see this pdf containing shading, including the albedo.
http://www2.ati.com/developer/gdc/D3DTu ... hading.pdf
on another note, i think specular factor can be generated on-the-fly in the vertex and fragment shader as an additional pass using phong/blinn method, though.
it is excruciatingly interesting to know samsung of korea is trying to a get a patent in specular factor.
sigh.
see:
http://www.patentstorm.us/patents/5808619-claims.html
http://www.freepatentsonline.com/5808619.html
albedo map
-
- Posts: 368
- Joined: Tue Aug 21, 2007 1:43 am
- Location: The Middle of Nowhere