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On 03/11/2011 04:25 AM, clipka wrote:
> Am 10.03.2011 16:15, schrieb Jim Holsenback:
>> On 03/10/2011 11:01 AM, Stephen wrote:
>>> I'm sure that the last value overwrites the first.
>>
>> That was my 1st thought as well, but considering that you're able to
>> declare a default texture/pigment/finish at different places and have to
>> applied accordingly, I thought it was worth asking :-)
>
> Note that mm_per_unit it is a global_setting, not a default ;-)
Yep ... realize that. I guess /global/ should have been my 1st clue ...
eh? While we're on the subject, having mm_per_unit in globals just seems
counter-intuitive. I'm sure there's a technical reason for having it
there, or maybe when the feature was implemented it just wasn't
considered that there could be a case of having more than one sslt
object of different scale in a scene. Since scaling (generalized NOT
sslt) is either attached to a material, texture, pigment or object
wouldn't it make more sense to have it on a per object bases ie:
object {
....
finish {
subsurface { translucency color mm_per_unit float }
}
}
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