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Darren New wrote:
> Xplo Eristotle wrote:
>
>> If you use "ambient_light rgb 0" in the global settings, it will have
>> the effect of multiplying all your ambient finishes by 0. Feeling
>> clued yet?
>
>
> Right. I saw that in the docs. So I can't do that to (say) switch from
> normal lighting to radiosity, because all my lightbulbs disappear.
> Instead, I apparently have to edit every texture used to remove any
> ambient from them individually?
Check out #default. You can use it to set default ambient to 0, and then
any object you WANT to have ambient can have the value specified in its
finish.
-Xplo
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Bryan Valencia wrote:
>
> question: will lowering count make the lighting down between the grass and
> the Earth funky?
Only one way to find out... ;)
> Also, I have added a radiosity "light" inside the spaceship
> (blimp/whatever), does this change things?
It may. With too low a count, the parts of the scene that are supposed
to be illuminated by that "light" may not be able to find it, resulting
in artifacts and poor lighting.
Generally, the smaller your "light" source appears in the scene, the
higher the count will need to be to get accurate radiosity values. This
is why outdoor scenes can usually get away with a low count.. the sky is
a huge glowing dome.
-Xplo
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