Difference between revisions of "Category:Rendering"
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* [http://www.manufato.com/?p=902 Brief Considerations About Materials] by [http://www.manufato.com/?page_id=2 Pedro Toledo] is a great explanation of how specular works in computer graphics, including dialetric and conductor surfaces, and why people use inverse-hue specular color maps. In the [http://www.polycount.com/forum/showthread.php?p=1226770#post1226770 Polycount thread] about this article, [http://mutantspoon.com/ Jordan 'JordanW' Walker] explains how gamma affects specular color as well. | * [http://www.manufato.com/?p=902 Brief Considerations About Materials] by [http://www.manufato.com/?page_id=2 Pedro Toledo] is a great explanation of how specular works in computer graphics, including dialetric and conductor surfaces, and why people use inverse-hue specular color maps. In the [http://www.polycount.com/forum/showthread.php?p=1226770#post1226770 Polycount thread] about this article, [http://mutantspoon.com/ Jordan 'JordanW' Walker] explains how gamma affects specular color as well. | ||
+ | * [[Model Presentation]] Polycount wiki page has links to rendering tutorials. | ||
[[Category:Technology]] | [[Category:Technology]] |
Revision as of 20:48, 23 July 2012
Category Rendering
Topics explaining how game engines render an artist's artwork.
Pages in This Category
Articles
- Brief Considerations About Materials by Pedro Toledo is a great explanation of how specular works in computer graphics, including dialetric and conductor surfaces, and why people use inverse-hue specular color maps. In the Polycount thread about this article, Jordan 'JordanW' Walker explains how gamma affects specular color as well.
- Model Presentation Polycount wiki page has links to rendering tutorials.
Pages in category "Rendering"
The following 37 pages are in this category, out of 37 total.
BFGHM |
OPQR |
R cont.STVZ |