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> Le 02/07/2010 09:48, clipka nous fit lire :
>> As of beta 38, the "ambient" keyword no longer works in radiosity scenes.
>>
>> *IT'S NOT A BUG, IT'S A FEATURE*.
>>
>> Honestly.
>>
>> For legacy scenes using a "#version 3.6" statement, nothing has changed;
>> ambient should work just as it did before.
>>
>> Otherwise, radiosity scenes will now be rendered as if "ambient_light"
>> had been set to 0, i.e. materials with an "ambient" parameter will /not/
>> seem to emit light anymore.
>>
>> To model light-emitting surfaces, a new finish parameter "emission" has
>> been added, which will do just the same as "ambient" previously did,
>> except that it is unaffected by the global ambient_light setting.
>>
>>
>> It is also recommended to use the "emission" keyword in non-radiosity
>> scenes for anything you want to look like glowing, and use "ambient"
>> only to model local ambient illumination, so that transition to using
>> radiosity is straightforward.
>
> Please revisit the stacker*.pov files, as:
> stackernight.pov is now rendered in full black,
> other stacker* get a significant change in colours/lights.
stackernight uses only ambient lighting. You should replace ambient by
emission.
Alain
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