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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 }
> }
> }
When you scale an object containing some media, the media's aspect
changes as the amount of media does change. It's the expected behaviour.
When you scale an object with interior fading, the apearance also change
as there is now more or less material involved. Also an expected behaviour.
In both cases, if you want the effect to remain the same, you need to
also scale those features. Increase or deduce the media density, scale
the fade_distance, accordingly to the new dimentions of the object.
Exactly the same apply to any object using SSLT. Here also, it should
the expected behaviour. The effect is dimention dependent.
Alain
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