Hello.
I’m new to blender and would like to know if there is a way to get per pixel lighting?
I don’t know much about lighting but right now, the lighting seems to be vertex lighting, with the light affecting the models per polygon face and it doesn’t look good. I’m importing models into the unity game engine where they look much better because unity has per pixel lighting, but I want to be able to have this when i’m creating the models as well. I’m using glsl material settings by the way.
GLSL has per pixel lighting when in textured draw mode(as far i was know), hit ALT + Z to switch to it. If your already in textured draw mode I don’t know then :/.
EDIT: Yeah just checked on the blender.org website:
“Support for multimaterials, multitexture and texture blending modes, per-pixel lighting, dynamic lighting, mapping modes, GLSL vertexPaint texture blending, toon shading, animated materials, support for Normal Maping and Parallax Mapping.”
Yes i’m in textured mode and it’s the same problem. Each face has the same light applied across the whole surface which make you aware of the individual polygons and it looks ugly.
he’s talking about jagged lines
they’re probably there in render time too so turning on GLSL doesn’t do a whole lot of good. Hmm… Or maybe I’m wrong.
well, I have this prob too and so now I just use spot lamps with buffer shadows instead of ray tracing and that helps
If you don’t have a material, the lighting will be vertex-based in the game engine, but it should still be pixel-based in the 3D view, so that shouldn’t be the case. This seems strange…
Sounds to me like you have the mesh Set Solid. This is the default smoothing mode when creating meshes. Enter Edit mode, select all faces, and use the Set Smooth button, see if that helps.
question is this for game engine " heres a couple of things to know "1, if in multy texture mode select object and then hit w this drives poly count up but light is recieved better on object if in glsl
materials then poly count don’t matter and u can leave poly count low last thing is ucan bake full and get a new texture that is faked lights the new texture that u make that is applied in material has to be unrapped the same as when u bake it, in materials when applying materials that u want to bake u can apply the textures in different ways " globe , object,uv,orco u can also use flat or cube or cylander sphere at the same time those options r in the map imput panel when u bake your textures " I try to use smart project for unrap when u bake the textures the options above will change the way the layout of texture on new image u can also play with size and offset it gets pretty complicated have fun doing it if u want to try it