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What the heck-nuggets are people referring to when they say "Blinn shading", because Googling it with respect to SFM gives a load of people that are the equivalent of a middle manager trying to sound smart by trying to use technical terms he heard from the project engineers.
Half of it might as well be saying "use a kyber crystal to neuralyse the flux capacitor in the tricorder - that'll avoid the energon build-up reversing the polarity of the spice flow" for how technically accurately the terminology is actually being used.
in case you mean the clean diffuse term (lambert) you gotta shoot in a dark room with a single light you put in hammer and you gotta disable all bouncing light to get the direct diffuse light. you also gotta use a material using the common $phong parameters and $phongdisablehalflambert.
Not sure who you refering too. Tho, i'm sure my first paragraph was necesary to adress what blinn means. Even our fella velbud doesn't know that yet. I dunno what his interpretation of blinn is. 'soft shading'? 'image based lighting' fakes using multiple lightsources? It seems all derailed from flytrap's shading 'talk' stuff. He does that too. Confusing people with smart tech terms. Not good.
Anyway. Can i assume you really just wanted to disable the halflambert? Got explained then. :)
Episoder, not to be rude, but you come to conclusions a bit too fast, and you come off as if you were expecting the OP to know it. Just something for you to consider.
Have you tried googling it without respect to Source Filmmaker? Googling "Blinn Shading" alone gives a result of a link to a Wikipedia article called "Blinn-Phong shading model[en.wikipedia.org]". However, the visual difference between "phong" and "Blinn phong" seems fairly minor, while the main difference seems to possibly be related to performance (with "Blinn phong" being faster).
ambient color + lambert diffuse + phong specular (with the half vector optimization)
you can pick it up searching for phong shading[en.wikipedia.org] what blinn did is just the approximation/optimization of the specular term.
sfm generally uses
ambient cubes + lightwarped halflambert diffuse + blinn phong specular + envmapping.
to get it down you gotta eliminate the cubes, lightwarps, halflambert and envmaps.
It's when people talk about things like "I want to use Blinn lighting" that they might as well be saying "For this next photograph, I want to use quantum to illuminate the scene. Can we use quantum? Quantum is good right, so we should use quantum".
Although yes, quantum effects are inherently involved in the way light interacts with the surfaces, it's someone misusing a buzz-word they don't actually understand.
that.