Fixed Function OpenGL Shading

The OpenGL fixed function shading pipeline implements a simple Constant Lambert and Phong material. The material is computed per vertex and can support up to seven directional lights (point lights or spotlights) and one ambient light.

You can use the fixed function pipeline when you do not wish to use your own custom shading programs; otherwise, refer to Programmable OpenGL Shading.

To activate fixed function shading on a material

1. Connect an OGL Shade node to the OGL Draw node.

 

 

 

2. You can open the OGL Shade shader’s property editor in which you can set its properties to control how the object is shaded.

The OGL Shade property page exposes the ambient, diffuse, specular, and emissive colors, as well as the shininess.

3. You can toggle the Enable Lighting option to choose whether the object is shaded according to scene lighting or instead display vertex colors stored in a color at vertices (CAV) property. For more information about creating, using, and painting on CAV properties, see Vertex Colors [Texturing].

 

When a material is using alpha blending, the alpha comes either from the OGL Shade node’s Diffuse alpha or the vertex color alpha. For more information about blending, see Blending with Realtime Shaders.

 



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