> 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
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
> 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
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
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
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
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
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