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AKA Fresnel to make up for the lack of triangle count?
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>>816488
>To make up for the lack of triangle count

Back to /v/ with you, tourist
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>>816488
The fresnel from any angle thing was done to isolate the character from the background for aesthetic purposes.
This was taken to heart by scores of visual artists at the time not just videogames, go back and look at 'CSI Las Vegas' for example.
No matter the angle every actor always have a hot rim light.

It came from TV and films where many shows had harsh and very obvious stage-lighting and also color grading.
Go back to that era and start to count how many games you can find that is really blue really green or really orange/sepia/brown in their color tone.


>Make up for the lack of triangle count?

Faux frenel is based on the dot product of the surface normal and the eye vector raised to some power.
Having a low tri count only makes the effect look worse and more difficult to implement successfully as
less polygons will be at a acute enough angle to get good looking fres going.

If you implement these things correctly it can aid to the read of an image and it's cinematic feel.
Hamfisted overabused implementations by monkey-see-monkey-do type amateurs is what's given it a bad rep.
You can still use all of these tricks to great effect if you understand the popular concept of how 'less is more'.
Hell, even CA falls into this category but I would not touch that one with a ten foot pole any more.
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>>816569
I guess it's better when I don't see it in anything animated or fictional all the time.
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>>816569
>Hamfisted overabused implementations by monkey-see-monkey-do type amateurs is what's given it a bad rep.
>You can still use all of these tricks to great effect if you understand the popular concept of how 'less is more'.
This is such a true statement and it applies generally to all kinds of techniques in different art forms.
Like orange and teal colour-grading, shakey cam and rapid editing in movies.





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