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Superior Jul 17, 2018 @ 1:11pm
Blinn shading in SFM???
Is SFM even capable of supporting Blinn shading or not? Please help if it's possible. Thanks!
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Showing 1-13 of 13 comments
Kumquat [Velbud] Jul 17, 2018 @ 1:49pm 
To give you a start, sfm can produce blinn only with a bit of tweaking on your part. You need to add more than one (2-3 minimum) light onto the model and manipulate them till they work for you
Superior Jul 17, 2018 @ 4:17pm 
Originally posted by Velbud Phys Experiment:
To give you a start, sfm can produce blinn only with a bit of tweaking on your part. You need to add more than one (2-3 minimum) light onto the model and manipulate them till they work for you
So three point lighting is required for blinn shading to work?
Marco Skoll Jul 17, 2018 @ 5:36pm 
Okay, I'll finally bite.

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.
Last edited by Marco Skoll; Jul 17, 2018 @ 5:56pm
episoder Jul 17, 2018 @ 5:51pm 
what blinn do you want? you got no clue, have you? nope. blinn phong is exatly how the shading is done. using the half vector reflection term like defined in the blinn paper. that's it. how much exponent you use is your problem to figure out how it looks good.

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.
Last edited by episoder; Jul 17, 2018 @ 6:02pm
Superior Jul 17, 2018 @ 6:06pm 
That first sentance wasn't really nessasary but thanks.
episoder Jul 17, 2018 @ 7:17pm 
Originally posted by Superior Films:
That first sentance wasn't really nessasary but thanks.

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. :)
Last edited by episoder; Jul 17, 2018 @ 7:20pm
Kumquat [Velbud] Jul 17, 2018 @ 9:11pm 
Originally posted by episoder:
Originally posted by Superior Films:
That first sentance wasn't really nessasary but thanks.

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.
Superior Jul 17, 2018 @ 9:49pm 
Episoder, I meant the fact that you told me I had no clue what I was talking about. I mean, I'm sure I don't, but its constantly being brought up around me (I honestly have no clue if they mean blinn-phong from blender or) but the question recently got to me, and that was if blinn-phong was even possible in SFM. The answers seem to be all mixed, so I don't know.
Zappy Jul 18, 2018 @ 2:14am 
Does it really matter if Source Filmmaker supports "Blinn" phong shading or not? If I understand it correctly (which I might, but also might not), "Blinn phong" and "normal" phong can be made to look very close to the same as each other.

Originally posted by Marco Skoll:
- What the heck-nuggets are people referring to when they say "Blinn shading", because Googling it with respect to SFM -
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).
Last edited by Zappy; Jul 18, 2018 @ 2:15am
Marco Skoll Jul 18, 2018 @ 4:58am 
Originally posted by Zappy:
Have you tried googling it without respect to Source Filmmaker?
I understand what it is (at least roughly) in general terms. The problem is that whenever it comes up in SFM, everything suddenly starts reading like bad science fiction technobabble.
episoder Jul 18, 2018 @ 6:45am 
blinn shading is a mixture of shading algorithms. basicly every simple game engine use a mod of this blinn phong rendering formula.

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.
Last edited by episoder; Jul 18, 2018 @ 6:57am
Marco Skoll Jul 18, 2018 @ 6:58am 
Originally posted by episoder:
blinn shading is a mixture of shading algorithms.
No - see, what you're saying makes sense.

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.
episoder Jul 18, 2018 @ 7:10am 
Originally posted by Marco Skoll:
...using a buzz-word they don't actually understand.

that.
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Date Posted: Jul 17, 2018 @ 1:11pm
Posts: 13