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On 07/08/2012 09:47 PM, clipka wrote:
> Am 09.07.2012 03:26, schrieb Cousin Ricky:
>> The sphere on the left uses diffuse 0.6.
>> The sphere on the right uses diffuse albedo 0.6.
>>
>> Does this mean that when we're /not/ using radiosity, we should adjust
>> the
>> ambient accordingly?
>
> Something strange is happening there.
> Are you using radiosity in the scene?
>
> I didn't think about it when I implemented the albedo for diffuse, but
> it won't play nice with radiosity. Because radiosity actually doesn't
> support brilliance, and always computes diffuse illumination from other
> objects as if the surface had brilliance 1.0.
what about having albedo for diffuse ignored if radiosity is used ...
I've ran into this problem as well. Thanks to the OP for bringing this
up, I had forgotten about it working on other higher priority stuff. If
a change is not possible perhaps a "Note" in the docs will suit until a
better idea comes along ;-)
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