3 comments

  • skocznymroczny36 days ago
    Isn&#x27;t that just Half-Lambert that Valve came up with for Half-Life?<p>&quot;To soften the diffuse contribution from local lights, the dot product from the Lambertian model is scaled by ½, add ½ and squared. The result is that this dot product, which normally lies in the range of -1 to +1, is instead in the range of 0 to 1 and has a more pleasing falloff. &quot;<p><a href="https:&#x2F;&#x2F;developer.valvesoftware.com&#x2F;wiki&#x2F;Half_Lambert" rel="nofollow">https:&#x2F;&#x2F;developer.valvesoftware.com&#x2F;wiki&#x2F;Half_Lambert</a>
    • eska36 days ago
      It is. Takes me back to asking valve about this for my bachelor thesis 15 years ago and getting a personal reply from Gabe Newell who CC’d the developer who came up with the formula, him being all giggly whether I also want to know about skeletal animation that he came up with or the lip sync stuff. Fun guys
  • dewitt36 days ago
    The art style under &quot;A Sillier Solution&quot; [1] reminds me very much of the cover of Dragon Magazine #100, August 1985 [2].<p>[1] <a href="https:&#x2F;&#x2F;lisyarus.github.io&#x2F;blog&#x2F;media&#x2F;a-silly-diffuse-shading-model&#x2F;dragon-fake-diffuse-2.png" rel="nofollow">https:&#x2F;&#x2F;lisyarus.github.io&#x2F;blog&#x2F;media&#x2F;a-silly-diffuse-shadin...</a><p>[2] <a href="https:&#x2F;&#x2F;archive.org&#x2F;details&#x2F;DragonMagazine260_201801&#x2F;DragonMagazine100&#x2F;" rel="nofollow">https:&#x2F;&#x2F;archive.org&#x2F;details&#x2F;DragonMagazine260_201801&#x2F;DragonM...</a>
  • aappleby36 days ago
    If it looks good, it&#x27;s correct.