**Edit: Here’s an article that I found which explains the problem in detail: **HugeDomains.com](HugeDomains.com)
This proves that phong (or at least Blinn) material with translucency done successfully but unfortunately, he provided no projects/code for people to use.
Hi, I’m trying to find a way to implement phong shading in a game I’m making to make it look more like pre-rendered CGI.
This is the look I’m going for.
http://www.joanpelegri.cat/wp-content/uploads/2017/11/docent-matematiques-1200x565.jpg
I found two custom phong shaders on this forum,and while they do look pretty decent (from what I’ve seen) I’ve run into the same problem with both of them. Whenever I set the blend mode of the phong material to translucent, the specular highlight also affected. This means that the more transparent material the material, the more transparent the specular highlight is.
Picture of the custom specular material:
https://forums.unrealengine.com/filedata/fetch?id=1134815
A picture of the problem:
https://forums.unrealengine.com/filedata/fetch?id=1134817
Here’s a video example of this:
I ran into the same problem with this custom phong material:
http://oi64.tinypic.com/rcq7hv.jpg
I’m so used to working in Maya, and in Maya you can change the opacity of a phong material without it affecting the opacity it’s specular highlight. You can also control the amount of reflectivity the phong material has.
So basically, I’m looking for
1.A way to keep the specular highlights in the phong relatively opaque no matter the opacity of the object
2.A way to use simple reflections with this phong material.
I have no knowledge of Linear Algebra! So I cannot possibly create my own shaders or modify other people’s myself, just so you know.
I only know C++ and Maya (The 3D Software).
Maybe there is ANOTHER way to make objects semi-transparent without using the translucency blend mode? Maybe a way of making Unreal’s default material more “phong-like”?
Thanks in advance.
A link to the code for the custom specular calulation:
https://forums.unrealengine.com/development-discussion/rendering/5897-custom-specular-calculation
A link to the Unreal project featured in theYoutube video that used a custom Phong and made use of BRDF: