Thursday, April 21, 2011

Specular and Diffuse

After fixing both the normal depth computation and the way I retrieve the viewer positions (in order to get accurate reflections from fresnel, specular, environment maps, etc.) I am able to get some pretty good looking diffuse/specular lighting! In the following video I have also adjusted the light source such that the light is direction and the direction does not change with the view (the direction changes in eye space but remains stationary in world space) which leads to a more realistic lighting effect now that we have real lighting.

My next step (within the next day hopefully) will be to use this stuff to get accurate fresnel approximation reflections, and add a thickness pass with additive blending to get light attenuation through the fluid volume.

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