Forums WoW Modding Support Archives WoWModding Support Archives [DiscordArchive] how can a color be more than 1.0?

[DiscordArchive] how can a color be more than 1.0?

[DiscordArchive] how can a color be more than 1.0?

rektbyfaith
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07-27-2018, 09:14 AM
#1
Archived author: Skarn • Posted: 2018-07-27T09:14:06.387000+00:00
Original source

how can a color be more than 1.0?
rektbyfaith
07-27-2018, 09:14 AM #1

Archived author: Skarn • Posted: 2018-07-27T09:14:06.387000+00:00
Original source

how can a color be more than 1.0?

rektbyfaith
Administrator
0
07-27-2018, 09:14 AM
#2
Archived author: Skarn • Posted: 2018-07-27T09:14:19.397000+00:00
Original source

It is possible in Blender, but I don't see the mechanics behind it
rektbyfaith
07-27-2018, 09:14 AM #2

Archived author: Skarn • Posted: 2018-07-27T09:14:19.397000+00:00
Original source

It is possible in Blender, but I don't see the mechanics behind it

rektbyfaith
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0
07-27-2018, 09:16 AM
#3
Archived author: Deamon • Posted: 2018-07-27T09:16:15.499000+00:00
Original source

it's just math... the color is clamped against (0.0, 1.0) when it's transformed from float back to int
rektbyfaith
07-27-2018, 09:16 AM #3

Archived author: Deamon • Posted: 2018-07-27T09:16:15.499000+00:00
Original source

it's just math... the color is clamped against (0.0, 1.0) when it's transformed from float back to int

rektbyfaith
Administrator
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07-27-2018, 09:31 AM
#4
Archived author: Quantam • Posted: 2018-07-27T09:31:11.535000+00:00
Original source

Color > 1.0 is https://en.wikipedia.org/wiki/High-dynam..._rendering
[Embed: High-dynamic-range rendering]
High-dynamic-range rendering (HDRR or HDR rendering), also known as high-dynamic-range lighting, is the rendering of computer graphics scenes by using lighting calculations done in high dynamic range (HDR). This allows preservation of details that may be lost due to limiting ...
https://en.wikipedia.org/wiki/High-dynam..._rendering
rektbyfaith
07-27-2018, 09:31 AM #4

Archived author: Quantam • Posted: 2018-07-27T09:31:11.535000+00:00
Original source

Color > 1.0 is https://en.wikipedia.org/wiki/High-dynam..._rendering
[Embed: High-dynamic-range rendering]
High-dynamic-range rendering (HDRR or HDR rendering), also known as high-dynamic-range lighting, is the rendering of computer graphics scenes by using lighting calculations done in high dynamic range (HDR). This allows preservation of details that may be lost due to limiting ...
https://en.wikipedia.org/wiki/High-dynam..._rendering

rektbyfaith
Administrator
0
07-27-2018, 09:35 AM
#5
Archived author: Skarn • Posted: 2018-07-27T09:35:19.905000+00:00
Original source

Then the most possible explanation is that I am doing something wrong with nodes or they do not work as expected
rektbyfaith
07-27-2018, 09:35 AM #5

Archived author: Skarn • Posted: 2018-07-27T09:35:19.905000+00:00
Original source

Then the most possible explanation is that I am doing something wrong with nodes or they do not work as expected

rektbyfaith
Administrator
0
07-27-2018, 09:35 AM
#6
Archived author: Skarn • Posted: 2018-07-27T09:35:46.128000+00:00
Original source

<@250706991515828224> Do you know what is extLightFactor for exterior lighting?
rektbyfaith
07-27-2018, 09:35 AM #6

Archived author: Skarn • Posted: 2018-07-27T09:35:46.128000+00:00
Original source

<@250706991515828224> Do you know what is extLightFactor for exterior lighting?

rektbyfaith
Administrator
0
07-27-2018, 09:35 AM
#7
Archived author: Skarn • Posted: 2018-07-27T09:35:54.510000+00:00
Original source

I got this formula from fallenoak long ago
rektbyfaith
07-27-2018, 09:35 AM #7

Archived author: Skarn • Posted: 2018-07-27T09:35:54.510000+00:00
Original source

I got this formula from fallenoak long ago

rektbyfaith
Administrator
0
07-27-2018, 09:36 AM
#8
Archived author: Skarn • Posted: 2018-07-27T09:36:04.543000+00:00
Original source

vec4 finalColor = ((standardExtLightingTerm * matDiffuse) + vertexColor) * 2.0) * textureColor;
rektbyfaith
07-27-2018, 09:36 AM #8

Archived author: Skarn • Posted: 2018-07-27T09:36:04.543000+00:00
Original source

vec4 finalColor = ((standardExtLightingTerm * matDiffuse) + vertexColor) * 2.0) * textureColor;

rektbyfaith
Administrator
0
07-27-2018, 09:36 AM
#9
Archived author: Skarn • Posted: 2018-07-27T09:36:13.608000+00:00
Original source

Where standardExtLightingTerm is (extLightDiffuse * extLightFactor) + extLightAmbient
And matDiffuse is the usual 0xFF7F7F7F -- ie ~ (0.5, 0.5, 0.5, 1.0)
rektbyfaith
07-27-2018, 09:36 AM #9

Archived author: Skarn • Posted: 2018-07-27T09:36:13.608000+00:00
Original source

Where standardExtLightingTerm is (extLightDiffuse * extLightFactor) + extLightAmbient
And matDiffuse is the usual 0xFF7F7F7F -- ie ~ (0.5, 0.5, 0.5, 1.0)

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