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#specularreflection
myrachidh · 2 years
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Common Blue Damselfly or Northern Bluet ~ Enallagma cyathigerum ~ Demoiselle ~ Agrion porte-coupe ~ St. George's Lawn Tennis Club ~ Weybridge, Surrey, London, UK #SpecularReflection #CommonBlueDamselfly #Damselfly #NorthernBluet #Enallagma #Enallagmacyathigerum #Demoiselle #Agrion #Agrionporte-coupe #St.George'sLawn #TennisClub #Weybridge #Surrey #London #UK #Insects #insectphotography #photography #photos #photoinstagram #macro #macrophotography #Entomology https://www.flickr.com/photos/rachidh/albums (at Weybridge, Surrey, United Kingdom) https://www.instagram.com/p/Cetta6Iqe8e/?igshid=NGJjMDIxMWI=
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gregorkari · 5 years
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My transcript from my workshop. 
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Properties of Light - 12/10/2017
Specular Reflection:
- Specular reflection is a mirror-like reflection of light from a shiny, glossy or mirror surface. It is reflected from the smooth surface at a definite angle (reflection and angle are equal). The light will reflect from one single incoming direction into a single outgoing direction.
In the example above, the waves act as a mirror, so when the light hits the surface the mountain is reflected back onto the surface.
Rebecca Lesurf, Lauren Murray and Cara Smillie
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rubencantumedia · 7 years
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Midtown shuffle today #rubenwashere #specularreflection #midtown #manhattanmornings #explorenyc #3rdave #zocdoc #onlocation #portraitphoto #nycphoto (at New York, New York)
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thoughtlesslife · 7 years
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Part 2 #betweentheburiedandme #specularreflection
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markvincentlapolla · 7 years
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Close up of the lamp and the #specularreflection of the #curiocabinet #drawing #charcoal #charcoalpencil #vinecharcoal #compressedcharcoal #charcoaldrawing (at Hudson River Valley Art Workshops)
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naftethe2nd · 5 years
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Code for Shaders
Shader "Our Toonshader Vol. 3" {
  Properties {
   _Color ("Diffuse Material Color", Color) = (1,1,1,1)
   _UnlitColor ("Unlit Color", Color) = (0.5,0.5,0.5,1)
   _DiffuseThreshold ("Lighting Threshold", Range(-1.1,1)) = 0.1
   _SpecColor ("Specular Material Color", Color) = (1,1,1,1)
   _Shininess ("Shininess", Range(0.5,1)) = 1
   _OutlineThickness ("Outline Thickness", Range(0,1)) = 0.1
   _MainTex ("Main Texture", 2D) = "AK47" {}
         }
      SubShader {
    Pass {
   Tags{ "LightMode" = "ForwardBase" }
       // pass for ambient light and first light source
           CGPROGRAM
             #pragma vertex vert
       //tells the cg to use a vertex-shader called vert
       #pragma fragment frag
       //tells the cg to use a fragment-shader called frag
             //== User defined ==//
             //TOON SHADING UNIFORMS
       uniform float4 _Color;
       uniform float4 _UnlitColor;
       uniform float _DiffuseThreshold;
       uniform float4 _SpecColor;
       uniform float _Shininess;
       uniform float _OutlineThickness;
                 //== UNITY defined ==//
       uniform float4 _LightColor0;
       uniform sampler2D _MainTex;
       uniform float4 _MainTex_ST;        
             struct vertexInput {
                 //TOON SHADING VAR
       float4 vertex : POSITION;
       float3 normal : NORMAL;
       float4 texcoord : TEXCOORD0;
                   };
             struct vertexOutput {
                     float4 pos : SV_POSITION;
           float3 normalDir : TEXCOORD1;
           float4 lightDir : TEXCOORD2;
           float3 viewDir : TEXCOORD3;
           float2 uv : TEXCOORD0;
       };
             vertexOutput vert(vertexInput input)
       {
           vertexOutput output;
                     //normalDirection
           output.normalDir = normalize ( mul( float4( input.normal, 0.0 ), _World2Object).xyz );
                     //World position
           float4 posWorld = mul(_Object2World, input.vertex);
                     //view direction
           output.viewDir = normalize( _WorldSpaceCameraPos.xyz - posWorld.xyz ); //vector from object to the camera
                     //light direction
           float3 fragmentToLightSource = ( _WorldSpaceCameraPos.xyz - posWorld.xyz);
           output.lightDir = float4(
               normalize( lerp(_WorldSpaceLightPos0.xyz , fragmentToLightSource, _WorldSpaceLightPos0.w) ),
               lerp(1.0 , 1.0/length(fragmentToLightSource), _WorldSpaceLightPos0.w)
           );
                     //fragmentInput output;
           output.pos = mul( UNITY_MATRIX_MVP, input.vertex );  
                     //UV-Map
           output.uv =input.texcoord;
                     return output;
               }
             float4 frag(vertexOutput input) : COLOR
       {
   float nDotL = saturate(dot(input.normalDir, input.lightDir.xyz));
             //Diffuse threshold calculation
   float diffuseCutoff = saturate( ( max(_DiffuseThreshold, nDotL) - _DiffuseThreshold ) *1000 );
             //Specular threshold calculation
   float specularCutoff = saturate( max(_Shininess, dot(reflect(-input.lightDir.xyz, input.normalDir), input.viewDir))-_Shininess ) * 1000;
             //Calculate Outlines
   float outlineStrength = saturate( (dot(input.normalDir, input.viewDir ) - _OutlineThickness) * 1000 );
                   float3 ambientLight = (1-diffuseCutoff) * _UnlitColor.xyz; //adds general ambient illumination
   float3 diffuseReflection = (1-specularCutoff) * _Color.xyz * diffuseCutoff;
   float3 specularReflection = _SpecColor.xyz * specularCutoff;
         float3 combinedLight = (ambientLight + diffuseReflection) * outlineStrength + specularReflection;
             return float4(combinedLight, 1.0); // + tex2D(_MainTex, input.uv); // DELETE LINE COMMENTS & ';' TO ENABLE TEXTURE
             }
             ENDCG
         }
    }
   Fallback "Diffuse"
}
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romanceceo · 6 years
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Candela. #letitrain #cubism #modernlove #light #refraction #angleoflight #candela #illuminated #illuminence #lumen #luminaire #luminanace #lux #opaque #photometry #specularreflection #translucence #inanotherlifetimeiwasalightingdesigner #feelslikethedesertinme #angelicvoices #letitrain #inspirationiseverywhere #beautyinallthings #letitshine #wanderabit #touristinmyowntown #happytobehere #gratitude #chupacabras #drinkotheday — view on Instagram http://bit.ly/2jx2PJc
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creature---fear · 9 years
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Ur a p00p
tha nastiest 1 u no bby xx
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thoughtlesslife · 7 years
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Relearning everything I forgot how to play. #betweentheburiedandme #specularreflection
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markvincentlapolla · 7 years
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#layer 5 & 6. I think I need to do the upper section, #kalamataolives, over agai. And make the olives more upright and get the #specularreflection and #highlighting right (at Hudson River Valley Art Workshops)
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stonefacedhisoka · 10 years
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specularreflection replied to your post:I didn’t know I was such a shitty person for...
I back your opinion regarding equality 100%.
You're fantastically rad and I'm glad to see that some people on here actually know the definition of that word
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