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Lance Birch heeft geschreven:
>Opacity and transparency are messures of the same thing... (not to be
>confused with transmission of course) For example, you can give a texture
a
>transmission of 50%, and no matter how thick the object is, a certain
amount
>of light (50%) will always go through it... give it 5%, the object can be 1
>unit or 1000000 units thick and 5% of the light will still get through.
>What translucency does is affect the amount of light that can get through
>based on the ray depth and also changes the color of the object based on a
>density bias multiplier, applying this to the normal based surface
lighting.
That's what I meant with translucent is not glass clear (wrong choise of
words).
>The important thing to remember is that the translucency must be object
>surface normal independant to get the right effect... (only later is it
>applied to the surface normal dependant shader)...
So, an interior statement instead of finish?
(media, Mie-scattering, fade_distance, I'll give it a try)
>Did any one get that or did I just make it more confusing?
All clear.
ingo
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Met dank aan de muze met het glazen oog.
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