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Warp <war### [at] tagpovrayorg> wrote:
> Sherry Shaw <ten### [at] aolcom> wrote:
> > In that case, set ambient_light to a tiny value, effectively killing the
> > ambient value in ordinary finishes, and set the ambient value of the
> > high-ambient object high enough to offset it. (For example,
> > ambient_light 0.001 * ambient 10000 = 10)
>
> IMO a cleaner solution is to use #default { finish { ambient 0 } }
>
> --
> - Warp
What I prefer to do is have some variables at the top of my scene and reference
them throughout:
#declare use_radiosity = on; // off
#if( use_radiosity )
#declare scene_diffuse = 0.95;
#declare scene_ambient = 0.00;
#else
#declare scene_diffuse = 0.85;
#declare scene_ambient = 0.15;
#end
then, inside of the finish block of a texture:
finish
{
specular 0 roughness 1
ambient scene_ambient
diffuse scene_diffuse
}
Sometimes I'll add another variable for light intensity, too.
-Reactor
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