|
![](/i/fill.gif) |
Yes, thanks, Bob, you guessed it. I had a complex scene with about 18
different texture statements and I did *not* want to rewrite them all. And
I misunderstood what those default settings do.
You can get close with low quality, lights-off radiosity, but the effect
isn't quite the same.
I was wondering whether I might be able to make a "cartoon" look with
ambient rgb 1 but lots of focal blur.
"Hughes, B." <bob### [at] charter net> wrote in message
news:40fa454b$1@news.povray.org...
> Yeah, there isn't really a one-keyword way to set everything in a scene to
> ambient rgb <1,1,1> if all ambients are set as something else, e.g.
ambient
> rgb <0.1,0.2,0.3> in the individual finish statements. Greg might have
> thought this was something possible with ambient_light.
>
> As Jerome was implying, even if global_settings {ambient_light 1000} were
> used, to try and overcome this, it just can't; since it is only a
> multiplier. Anything set to zero will still be zero. This means finish
> ambient's should be non-zero for the global ambient to be able to control
> the range, whether done from a #default or every texture. Of course, if
you
> tend to use ambient as a color that'll need compensating for, too.
>
Post a reply to this message
|
![](/i/fill.gif) |