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First the question(s): how is radiosity calculated? Is it just based on the
total of direct and ambient light on a given surface, or are there some kind
of light-independent variables involved? Is it affected by
reflection/transparency, and if so, how? How does it vary by distance (or DOES
it)? I have a good idea of what it does, but almost no idea how it does it,
and the dox are terribly uninformative.
Second, the feature request (though gods know when this feature, if added,
will do ME any good): why not make "metallic" a variable, instead of a simple
property, so that you could define the amount of "metallicness"? Compared to
some of the things people ask for, implementing this one ought to be child's play...
-Xplo
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From the 7.6.3.3.3 section of the older 3.02 DOCS help:
"The metallic keyword may be follow by a numeric value to specify the
influence the above effect has (the default value is one)."
This doesn't mean I know whether it still does this or not, I've just
always used a float with metallic unless intended to be 1 anyway. I
noticed that neither version of the DOC showed 'metallic n' when I went
to check. Anyone know why?
Xplo Eristotle wrote:
>
> why not make "metallic" a variable, instead of a simple
> property, so that you could define the amount of "metallicness"? Compared to
> some of the things people ask for, implementing this one ought to be child's play...
>
> -Xplo
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/homepage.htm
mailto:inv### [at] aolcom?Subject=PoV-News
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I thought it was just an operator... like, it just switches it on, it
doesn't have a value supplied... I also thought that the metallic keyword
sets the shading mode of the object, so it can't reallt have a float
associated with it anyway... but I could be wrong on that one.
--
Lance.
---
For the latest 3D Studio MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone
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On Thu, 1 Apr 1999 18:49:00 +1000, Lance Birch <lan### [at] usanet> wrote:
>I thought it was just an operator... like, it just switches it on, it
>doesn't have a value supplied... I also thought that the metallic keyword
>sets the shading mode of the object, so it can't reallt have a float
>associated with it anyway... but I could be wrong on that one.
Use the source, Luke! I've pasted the part of parstxtr.c that parses
this below. Briefly, when POV sees the word "metallic" it sets the
"metallicness" of the texture to one, then looks to see if the next
token is a number. If it is, it sets the "metallicness" to that number;
otherwise, it puts the next token back and ignores it. If the docs
don't mention this, then it was omitted and the docs should be fixed.
CASE (METALLIC_TOKEN)
New->Metallic = 1.0;
EXPECT
CASE_FLOAT
New->Metallic = Parse_Float();
EXIT
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
END_CASE
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Ahh, OK, so it DOES accept a float!!! COOOOOOOOOLLLL!!!!!!!!!!!!! :-))))
--
Lance.
---
For the latest 3D Studio MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone
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