Hello Michele, > Cell shading doesn't have specular highlights normally,
Actually, since the color for cel shading is determined according to the angle to the light, you can do a "fake" specular highlight by just playing with your color ramp (the 1D texture). For example, it could go from black to dark green to light green smoothly, and then in the last few pixels, go up to white very sharply. That way, there will be a white "highlight" where the surface is angled towards the light source. Of course, Robert is right that without modifying the shader, it's not real specular highlighting, since it's viewpoint independent (like diffuse lighting). But in your case, it might be sufficient. Lots of different effects can be achieved by just playing with the color ramp and looking at what the results are. See for example screenshots of Valve's Team Fortress 2 (and if you enable the commentary mode in the game, there is one point where they actually explain what they did with their shaders to get the look they ended up with - not in programming terms, but still very interesting). Good luck, J-S P.S. Sorry to correct you Robert... Yes it's "cel", which is the old contraction of "celluloid" - the transparent plastic sheets used to draw traditional cartoons on, see http://en.wikipedia.org/wiki/Cel_shading . Though in your case "cell" might apply too (sorry for the really bad pun) :-) -- ______________________________________________________ Jean-Sebastien Guay [EMAIL PROTECTED] http://whitestar02.webhop.org/ ---------------------------------------------------------------- This message was sent using IMP, the Internet Messaging Program. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org