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/

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