RE: hdri skydome and GI

2005-11-21 Thread Frank Bueters
> It works because surface properties is used even if there's no lights in the scene; surface > illumination is used once per every light. This is why the HDR suddenly worked when you added a > weak light to the scene. OK, that explains it. I had assumed that a Surface Illumination shad

Re: hdri skydome and GI

2005-11-20 Thread Timo Mikkolainen
On 11/20/05, Frank Bueters <[EMAIL PROTECTED]> wrote: > I found, back when I was playing with Angle of Incedence,> that reflections of reflecting objects went black ... I didnt> think it through but suspected that light was cancelling> itself or even adding to negative values. Hi Neil,Haven't tried

RE: hdri skydome and GI

2005-11-20 Thread Frank Bueters
> I found, back when I was playing with Angle of Incedence, > that reflections of reflecting objects went black ... I didnt > think it through but suspected that light was cancelling > itself or even adding to negative values. Hi Neil, Haven't tried it, but this is not what prevented my skyd

RE: hdri skydome and GI

2005-11-19 Thread Frank Bueters
I've see the light! The trick was in the type of shader. At each attempt the Illumination=Texture(map coords) has been under a Surface Illumination shader, while it should have been under Surface Properties. You're totally right Chris (ofcours you are :)) > A few more tips: > - make the dome's

RE: hdri skydome and GI

2005-11-18 Thread Mark Heuymans
At 06:13 PM 11/18/2005 +0100, you wrote: Hello Chris, Thanks, I think I have tried that already but I'll make sure and try again tomorrow, the computer is rendering now. I did notice, after I posted my question, that adding just the tiniest bit of (ambient) light seems to solve the problem, as

Re: hdri skydome and GI

2005-11-18 Thread Neil Cooke
t; <[EMAIL PROTECTED]> To: Sent: Saturday, November 19, 2005 6:13 AM Subject: RE: hdri skydome and GI Hello Chris, Thanks, I think I have tried that already but I'll make sure and try again tomorrow, the computer is rendering now. I did notice, after I posted my question, that adding

RE: hdri skydome and GI

2005-11-18 Thread Frank Bueters
Hello Chris, Thanks, I think I have tried that already but I'll make sure and try again tomorrow, the computer is rendering now. I did notice, after I posted my question, that adding just the tiniest bit of (ambient) light seems to solve the problem, as if that bit of light starts the "fire". I

Re: hdri skydome and GI

2005-11-18 Thread ss-cm-gm
Hi Frank, Try using a surface properties shader with illumination=texture(map coords). chris mungenast From: Frank Bueters <[EMAIL PROTECTED]> The dome is shadow invisible and recieves no shadows. The material contains a hdri texture in a surface illumination shader (illumination=texture(map co