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Here is a scene with radiosity lighting (a series of high ambient
cylinders along the ceiling of the room.)
1) It's funny how "dark" these characters are. I did not intentionally
attempt to portray African Americans here, but it's just funny how much
darker these are compared to what I would expect for ambient 1 for the
color I choose.
Q: Is Megapov's radiosity routine inherently "darker" for blobs than
say spheres and other objects?
2) Not how the white teeth themselves are acting as a light source.
Q: Is there a way to turn this off? I would have expected that I could
do so with ambient 0, which I am using, in the texture statement for the
teeth.
3) Yes the hands are hideous. As Middle Aged Man would say, "I'm
working on it!"
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"Greg M. Johnson" wrote:
>
> Here is a scene with radiosity lighting (a series of high ambient
> cylinders along the ceiling of the room.)
>
> 1) It's funny how "dark" these characters are. I did not intentionally
> attempt to portray African Americans here, but it's just funny how much
> darker these are compared to what I would expect for ambient 1 for the
> color I choose.
> Q: Is Megapov's radiosity routine inherently "darker" for blobs than
> say spheres and other objects?
I see no reason why this should be.
> 2) Not how the white teeth themselves are acting as a light source.
> Q: Is there a way to turn this off? I would have expected that I could
> do so with ambient 0, which I am using, in the texture statement for the
> teeth.
If their ambient finish is 0, they should not 'emit light'. They look a
bit like they have ambient finish, otherwise they should look more like
the eyes.
BTW, wouldn't it look more realistic if the floor had ambient 0?
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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Thanks for the answers.
Christoph Hormann wrote:
> > Q: Is Megapov's radiosity routine inherently "darker" for blobs than
> > say spheres and other objects?
>
> I see no reason why this should be.
The color is different, closer to what I expect, when I zoom in on the
characters (megapov 0.7).
> If their ambient finish is 0, they should not 'emit light'. They look a
> bit like they have ambient finish, otherwise they should look more like
> the eyes.
>
> BTW, wouldn't it look more realistic if the floor had ambient 0?
Well, they all do. No finish statements.
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"Greg M. Johnson" wrote:
>
> [...]
>
> The color is different, closer to what I expect, when I zoom in on the
> characters (megapov 0.7).
>
That's strange.
>
> Well, they all do. No finish statements.
No finish means ambient 0.1 (since this is default)
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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Christoph Hormann wrote:
> No finish means ambient 0.1 (since this is default)
I have #default {finish{ambient 0}}
This command was however not nested inside my global settings until just
now.
I "fixed" the carpetting but there's still something odd going on with that
blob mouth, even under standard light_sources.
Thanks/2
Any advice on a texture-under-radiosity-lighting for a blobby human??
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From: Christoph Hormann
Subject: Re: Advice on radiosity + blobs
Date: 20 Oct 2001 17:01:28
Message: <3BD1E647.26B2B0F@gmx.de>
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"Greg M. Johnson" wrote:
>
> [...]
>
> Any advice on a texture-under-radiosity-lighting for a blobby human??
If you post the scene with some dummy object (no need to put in the whole
figures) i might have a look.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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Thanks, but our discussion and my study of the code cleared up quite a few
things to the full extent I needed.
For some reason, I actually had a pigment{White} statement in the chin.
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