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clipka wrote:
> Ive <"ive### [at] lilysoft org"> wrote:
>> For "radiosity-lit-only" scenes (or MCPov for that matter) it would even
>> mean "specular 0" and "phong 0".
>
> That's not necessary, as without classic light sources these values don't have
> any effect anyway (well, maybe a *tiny* bit more computing time).
>
> They should definitely be non-zero for materials to work in non-radiosity-lit
> scenes, as they will have to simulate highlights from the classic lights, which
> we can't see otherwise.
>
Well, I did see it the other way round. If you define a texture that
looks great with nice specular/phong highlights you might be
disappointed how it looks if used in a radiosity only lit scene, because
all highlights are gone.
-Ive
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