Nice image, overall, cool atmospheric effect on the near planet, cool light BUT, as someoneelse said somesiteelsewhere, please post a comparison with Blender default Phong
Mmm⌠not only the spaceships have different materials in the two versions, but the big jupiterian in the background and the sat in the foreground too.
As you can see, the differences for the big planet are little evident, while for the spaceships they are huge (and the spec cursor is setted to 0.0 in the phong material; the difference is caused by the textures, which have the same setting for the two examples). The two examples werw looking for the same effect, but are different by themselves.
Anyway, it would be easy to set the blinn material to obtain a more high spec value.
Env Iâve seen this on CGtalk both places and here and to me they both look good (Phong and Blinn) depending on the scene you are creating. As I understand it this was a test of the Blinn lighting and Iâm impressed. I think I like the phong shader in this case because of the reflected light but as you said maybe you could increase this in the Blinn picture for another look. Makes me curious what this would look like with toon shading. Nice to have new tools to play with. As always your work is great.
Paradox
Hi Paradox, nice to hear you again.
Thanks for your comment. Actually I made these test to see what blinn materials would improve Blender renderings. It seems that the main difference is in the quality of the diffusion of light on surfaces and in the possibility to control this; I think that the difference would be very much more visible in biggest renderings, anyway (size of posterâs renderings I made last months, 9000 per 3000 ppi). Iâm gonna try it.
heh⌠Iâm all confused now. so what. âphongâ is the one blender normally has. and now âblinnâ has been added. but, I dont see what is so great about this blinn. on these two pictures here, it seems to kill details and make picture flat.
if you want that with blenders normal material (phong?) just turn down the âspecâ and âhardâ and you get the same effect?
heh⌠Iâm all confused now. so what. âphongâ is the one blender normally has. and now âblinnâ has been added. but, I dont see what is so great about this blinn. on these two pictures here, it seems to kill details and make picture flat.
if you want that with blenders normal material (phong?) just turn down the âspecâ and âhardâ and you get the same effect?
or am i missing something hereâŚ
Well, this is exactly why I posted this two (three) examples, because I have the same doubts and confusion!
Actually, I hoped that someone with a better knowledge than me about blinn-phong differences would have posted some tip or some particular suggestions. I posted these on Blender.org too, in the post about the cessen version, but looks like it has been a totally invisible postâŚ
Okay, so can someone explain what exactly the differences between phong and blinn are, please?
BTW, it looks to me that blinn has a better quality in rendering.
hummâŚconfused here. It looks like both shading techniques can be used to produce essentially the same effect. Maby more control will be provided when the sliders for the blinn shader is more developed?