what is the rendering method used in Blender?


(Manuel) #1

The standard, simple and fast rendering
in Blender is scanline? or what?

thx,

Manuel

(Jamesk) #2

umm… yes, it’s scanline.

Next question?


(Manuel) #3

Thanks.
It’s Phong type, I suppose… there is a method
to use the other scanline subtype, like Goraud or
Constant?..it’s only a technical curiosity.


(eeshlo) #4

That has more to do with shading of the polygons, gouraud shading interpolates colors which is used in vertex colours like Blender’s radiosity. ‘Phong’ (which interpolates normals instead of colors) and ‘Constant’ would be just switching from ‘Set Smooth’ to ‘Set Solid’ in the edit button section.


(Manuel) #5

[quote=“eeshlo”]

That has more to do with shading of the polygons, gouraud shading interpolates colors which is used in vertex colours like Blender’s radiosity. ‘Phong’ (which interpolates normals instead of colors) and ‘Constant’ would be just switching from ‘Set Smooth’ to ‘Set Solid’ in the edit button section.[/quote]

Thanks! And the Local Illumination Model is Phong too or
Blinn?


(eeshlo) #6

It’s Phong-Blinn I think, a simplified phong model. At least for Sun & Hemi lights, other light types call a function called CookTorr() in the Blender source, which I don’t think has anything to do with the rather complicated real CookTorrance BRDF model. Unless it is really very simplified. You probably should ask these questions better on blender.org, maybe even Ton himself can answer you.


(Manuel) #7

Thanks Eeshlo…your explanation is good for me :slight_smile:
I don’t want disturb Ton for my curiosity. This informations
must only help me to write a short italian documentation
on Blender radiosity and the method to render it.

Cheers,

           Manuel