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  1. #1

    Default Even lighting

    Is there a way to evenly light a 3D model with bitmap textures from every
    angle? If I include no lights, the exporter calculates lighting from where the
    camera position is. If I try putting lights in the scene in strategic
    locations, some surfaces always get more light than others.

    XariusCain Guest

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  3. #2

    Default Re: Even lighting

    Maybe your strategic light positions aren't so strategic after all.
    parsns Guest

  4. #3

    Default Re: Even lighting

    you could use an ambient light (turned up really high) with no other lights. But it's not a good idea... uneven lighting is what makes 3D 3D
    knew-bee Guest

  5. #4

    Default Re: Even lighting

    Two tricks:

    - To even light a model, set the emissive color of its shader(s) to RGB 255,
    255, 255, i.e white
    - Attach a light to the camera so whereever it goes, the scene is lit

    Best regards,
    Karl Sigiscar.
    [url]http://www.chromelib.com[/url]


    Karl Sigiscar Guest

  6. #5

    Default Re: Even lighting

    Both techniques can be used either in your 3D package or in Director using
    Lingo.


    Karl Sigiscar Guest

  7. #6

    Default Re: Even lighting

    Don't use more than 4 lightsources in your scene for best performance.


    Karl Sigiscar Guest

  8. #7

    Default Re: Even lighting

    I suppose a better explanation of what I am trying to do would help. I'm
    trying to get more realistic lighting in Director on non-moving objects. I'm
    setting up photometric lights in Max and baking the shadows right onto the
    textures. The models are lit the way I want and have high quality, properly
    shadowed materials.

    When I bring them into Director, it applies it's own lights to things and
    throws off the illusion of proper lighting. What I'd like to have happen is
    something in Director similar to the "self-illumination" feature in Max.

    XariusCain Guest

  9. #8

    Default Re: Even lighting

    Not quite. Self illum in 3DS Max translates to emissive color in Shockwave 3D.
    What you want is light mapping. There are two steps for this: 1. Create the
    proper textures 2. Write the code to handle texture coordinates for light
    mapping. This is not as simple as baking textures. Try and use the Light Map
    Xtra for this.

    Newt99 Guest

  10. #9

    Default Re: Even lighting

    Hi !

    Can you explain what in fact is advantage of using lightmaps against baked
    textures?

    I mean - I can export from Max textures with "baked" light and apply such
    textures to objects.
    What is the advantage of using "regular" textures and then applying
    grayscale lightmaps as second layer textures unless animating these
    lightmapes?

    Ziggi


    "Newt99" <webforumsuser@macromedia.com> wrote in message
    news:d3df0b$o3j$1@forums.macromedia.com...
    > Not quite. Self illum in 3DS Max translates to emissive color in Shockwave
    > 3D.
    > What you want is light mapping. There are two steps for this: 1. Create
    > the
    > proper textures 2. Write the code to handle texture coordinates for light
    > mapping. This is not as simple as baking textures. Try and use the Light
    > Map
    > Xtra for this.
    >

    Ziggi Guest

  11. #10

    Default Re: Even lighting


    Hi Ziggy,

    Follow this thread and you get your answer:
    [url]http://www.directorforum.de/printthread.php?t=40208[/url]

    Cheers,
    Karl.

    Newt99 Guest

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