A more "physically correct way" to classify the lighting is: direct diffuse, direct specular, indirect diffuse, and indirect specular.
This is commonly mentioned in physically based shading.
gav-sturm
how did this shading classification system come to be? As mentioned above the physics are more complicated but it seems that 3 properties have stuck around in CG. Is it because these 3 are good enough to simulate realistic images?
A more "physically correct way" to classify the lighting is: direct diffuse, direct specular, indirect diffuse, and indirect specular.
This is commonly mentioned in physically based shading.
how did this shading classification system come to be? As mentioned above the physics are more complicated but it seems that 3 properties have stuck around in CG. Is it because these 3 are good enough to simulate realistic images?