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Compute geometrical normals
Use NM texture
Light A
Light B
Light C
Diffuse
Specular
Type
None
Direct
Point
Spot
Color
Pos
x
Decay β
Pos
y
Targe dist.
g
Pos
z
Cone
out
Dir θ
Cone
in
Dir φ
Type
None
Direct
Point
Spot
Color
Pos
x
Decay β
Pos
y
Targe dist.
g
Pos
z
Cone
out
Dir θ
Cone
in
Dir φ
Type
None
Direct
Point
Spot
Color
Pos
x
Decay β
Pos
y
Targe dist.
g
Pos
z
Cone
out
Dir θ
Cone
in
Dir φ
Type
None
Lambert
Toon
Type
None
Phong
Blinn
Toon (Phong)
Toon (Blinn)
Color
Color
Texture
Shiny γ
Toon thr.
Toon thr.
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