Idea is to add per-vertex lighting back to blender.
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vhbc1
7 Feb 2022
9 Comments
t
theridiculousr1
i'd love to see this feature back, it would be great for trying to make ps1/n64 style animations
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v
vhbc1Author
someone who gets it!
m
milky_dood
Is this gonna be some sort of plugin?
k
koopa512
you can actually do some sort of per-vertex lighting in geometry nodes, by calculating the lights inside there, and then setting it to an output parameter, then you just connect the surface output of the shader to that output attrbiute
Thing is, as far as I understand the matter: it would require to write and support through time a different engine in GLSL. That's quite unlikely to happen, at least from the BF.
Alternatively, just use Blender Internal Engine from versions prior 2.8.
Now there probably are solutions to try and mimic that shading result using shader node spaghetti powers or OSL shaders, but I haven't seen anyone sharing that publicly yet.
9 Comments
i'd love to see this feature back, it would be great for trying to make ps1/n64 style animations
someone who gets it!
Is this gonna be some sort of plugin?
you can actually do some sort of per-vertex lighting in geometry nodes, by calculating the lights inside there, and then setting it to an output parameter, then you just connect the surface output of the shader to that output attrbiute
blender.stackexchange.com/a/208834/53447
this is not real time lighting.
Thing is, as far as I understand the matter: it would require to write and support through time a different engine in GLSL. That's quite unlikely to happen, at least from the BF.
Alternatively, just use Blender Internal Engine from versions prior 2.8.
Now there probably are solutions to try and mimic that shading result using shader node spaghetti powers or OSL shaders, but I haven't seen anyone sharing that publicly yet.
Why? It looks much worse a lot of the time.
thats the point.