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Particle Lighting seems weird. #3214

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shaomeng opened this issue Aug 31, 2022 · 2 comments · Fixed by #3490
Closed

Particle Lighting seems weird. #3214

shaomeng opened this issue Aug 31, 2022 · 2 comments · Fixed by #3490

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@shaomeng
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The particle lighting seems weird, if not wrong. The test data is this one (/glade/p/cisl/vast/vapor/data/Source/DCP) and the following screenshots explains what's weird.

Note: the reference lighting effect pictures are from this website: https://www.cs.toronto.edu/~jacobson/phong-demo/.

Specular lighting seems weird

To illustrate the effect of specular lighting, let's turn off every other lighting and turn specular lighting to its full level, as the following screenshot shows.
Screen Shot 2022-08-31 at 11 50 34 AM
However, this looks more like ambient lighting. A proper specular lighting on a sphere would look something like this:
Screen Shot 2022-08-31 at 11 52 16 AM

Shineness is not strong enough.

Let's try to use the strongest shineness, as the following screenshot shows. However, each sphere is barely shining.
Screen Shot 2022-08-31 at 11 57 01 AM

A properly lighted sphere, however, would give very obvious shining effect, as the following screenshot shows.
Screen Shot 2022-08-31 at 11 58 22 AM

@shaomeng shaomeng added the Bug label Aug 31, 2022
@sgpearse sgpearse added the High label Sep 1, 2022
@shaomeng
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shaomeng commented Sep 1, 2022

We agreed on 2 baselines regarding lighting:

  1. Particles and flow renderers should use the same lighting model
  2. Whatever lighting model is chosen, we should provide a correct implementation of it.

@sgpearse
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sgpearse commented Sep 6, 2022

No slider should go to zero shininess should go to ~100.

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