CompuServe Messages

Rendering in 3DSr3

    18-Jan-94 00:27:41
Fm: Schreiber Instruments 73362,466
To: Ed Pankau 73663,3412
Ed, You use both. If the object is metal use a metal shaded material. If the object is not metal then phong is more then likely the best choice. The metal shader has a completely different highlight curve. Check this out by creating a phong shaded material with shininess and shin strength set to about 50. Copy the material and change the shader to metal then compair the highlight curve. The metal shader can have flat or dipped curve top to produce a flatter less rounded highlight. The highlight curve was a huge improvement to creating materials with highlights.