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> clipka <ano### [at] anonymous org> wrote:
>> Am 30.11.2014 15:25, schrieb Robert McGregor:
>>> Adding to the finish(es) an emission value that matches the existing ambient
>>> value should fix that issue completely when using radiosity.
>>
>> Uh... don't! That would just be a nasty workaround, not a solution.
>
> I completely agree it's not the "right" way to go about it, but it is a "quick
> fix" for such a problem as he originally described. For example, here is "Basic
> Scene 10 - Night moon partly cloudy sky:"
>
> 1) the top image is the original (non-radiosity)
>
> 2) the middle version uses a default radiosity {} block without changing
> anything else
>
> 3) the bottom is the same as #2 but replacing ambient with emission. Quick fix.
> Not identical, but to my eye renders using radiosity always looks better anyway.
>
> -------------------------------------------------
> www.McGregorFineArt.com
>
This is a special case where ambient was used to make the sky glow. In
/THIS/ particuliar case, replacing ambient by emission is correct as
this texture *is* meant to be a source of illumination.
There are a few similar textures, like the lightnings and various skys
as well as the "Luminous" finish.
Alain
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