GREEEAAAATTTT!!!!!!!,.. it works,.... it's just a simple rule easy to forget,.. wen confronted with many different new settings to learn,...
Thanks a lot.. frieds of Kray 1.7
soon back with new extrange problems to solve,.... just kidding
extrange ilumination effect
- phile_forum
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Advanced maths
If my creaky old brain is still working properly, your overall percentage reflected light for any surface can be calculated thus:
((R+G+B)/765)*(Diffuse+Reflection)
Where:
R = red component of colour channel (0-255)
G = green ditto
B = blue ditto
Diffuse = diffuse channel in %
Reflection = reflection channel in %
Your result should always be less than 100%.
Probably q. easy to set up a spreadsheet to do the calculation for you when you need it.
If this is wrong, I'm sure someone will point it out.
((R+G+B)/765)*(Diffuse+Reflection)
Where:
R = red component of colour channel (0-255)
G = green ditto
B = blue ditto
Diffuse = diffuse channel in %
Reflection = reflection channel in %
Your result should always be less than 100%.
Probably q. easy to set up a spreadsheet to do the calculation for you when you need it.
If this is wrong, I'm sure someone will point it out.
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- phile_forum
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sorry I could not look at your scene last night, but when I turn diffuse down on your wood surfaces, everything is fine. Phile is totally right.JUli51 wrote:if I multiply the sume and division of the color cannel with the sume of difusse and reflection,.. i will fas allways get values more than 100%
I changed some lighting and surfaces and rendered this. I will mail you the LWS and changed LWO's.
btw FG max rays is now 1600, take it to 3200 to get less splotches, AA could use upsample 1 or 2 to get more thin lines into it.
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- Posts: 142
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- Posts: 142
- Joined: Sat Nov 04, 2006 12:41 pm
- Location: Spain