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@@ -100,7 +100,7 @@ I chose to use the same BRDF as the ones used in Unreal Engine 4 from link:http:
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The most used diffuse BRDF in games. It’s very popular because it’s very cheap to compute and gives good results. This is the most simple way of computing diffuse. link:https://en.wikipedia.org/wiki/Lambertian_reflectance[here are the details]
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-image::jme3/advanced/DiffuseLambert.jpg[DiffuseLambert.jpg,with="320",height="250",align="center"]
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+image::DiffuseLambert.jpg[DiffuseLambert,with="320",height="250",align="center"]
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Diffuse Lambert factor for a direct light source (directional light) with a yellow surface color.
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Some Alternatives :
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