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I have a minor question I thought I would ask, out of curiosity. It isn't anything that directly influences my projects (yet), I just thought I should ask.


I have been doing extensive work on my 3D modeling and texturing skills, and I have a question about gradients. As a test, I downloaded a sample RGB gradient and started fiddling around with it, and call me a noob, but I seem to have produced a rather interesting effect, and I have not the slightest idea of how I did it.


I don't want to ramble on, so I'll keep it simple: The model is textured black and blue, with what appears to be subtle traces of purple. The thing is, when I apply shading to the model (in the program), the model is blue, except when the light passes over it, it turns purple. I have never known it possible to create an effect where the model is one color with lighting, and a different color without.


I am still polishing up the model in question; however screenshots could probably be taken if need requires. Any insight to this matter would be greatly appreciated!
Huh?
Gradient? You mean shader?
I'm not sure I understand.
I believe it is a gradient texture; if you type RGB into Google, you should find textures similar to what I mean. I shall try to upload screenshots to better illustrate my meaning.
Screenshots would be welcome, sounds neat.
If I type rgb into google, I find stuff about red green and blue. Wink
Is this an image? A piece of code? What?
[EDIT]Oh, I get what you mean. You can do that with shaders. Smile
I took two screenshots of the model in question; I took them from the back as this was the best angle to demonstrate what I mean; I figured it had something to do with shaders, I just don't know HOW I did it, and changing the hue of the texture does not seem to capture the results as efficiently as the original.


The first image is the model without shading: [Image: renderwithoutshadingcm5.th.png]

The second is the model with Phong Shading added; notice the distinct difference in color: [Image: renderwithshadingkt3.th.png]


If need be, I can also supply the texture used; again I wish to discover how I did the effect in question, as it was not intentional the first time.
Oh, phong shading? You could probably put a Phong shader in dim3.
The texture doesn't have anything to do with it really, you just have to add a phong shader to the shaders folder...
[EDIT]Brian is fixing up specular for the next version, it will have a similar effect and be easier to implant.
But if that is true, then why is it that no other textures I've been working with exhibit this characteristic? I think I might have it figured out for the most part; but I haven't had much luck in implementing the shaders thus far....


What do you think of the model? It is not quite finished yet, but not bad for a beginner I'd say. This is my first truly serious attempt at making an actual model; I've been researching various methods exhaustively, and am finally starting to have something to show for it. (actually, this model was created by accident while I was experimenting with something else....)
Because it has nothing to do with the texture, it's a setting you turned on for the texture/material.
Interesting model, kinda spiky. If you want to add spikes, give it a reason (iow, texture them like sharp looking metal with blood on the tips or something like that).
The spikes on this particular model are actually supposed to be more crystalline than metal; as for the blood, it would be infeasible due to the fact that this particular character is one of those fellows that, if you don't bother them, they won't bother you. Unless, of course, you wander into their territory without permission; then they'll nail you to the wall!

However, that will be good to note for some of the other models I've been experimenting with!
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