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hondo3000 #1
how to exclude models from light?
in the multiuser demo (link below) i noticed on some computers, especially on
macs with openGL, that the groud has sometimes effects of the lightsource. i
want some models be affected by the light and some not.
i have the following things done with the shader:
myshader.specular=rgb(0,0,0)
myshader.ambient=rgb(0,0,0)
myshader.diffuse=rgb(0,0,0)
myshader.shininess=0
myshader.flat = TRUE
but if i switch to software mode i can see the lighteffect on the ground, how
to get it off?
to see what i tried to explain click on the link below, switch on software
mode and look on the ground and then turn around, you will see that the ground
will have some dark lightrefelction.
thanks for any hint!
hondo3000 Guest
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Karl Sigiscar #2
Re: how to exclude models from light?
What if you disable specular color for the light source ? It will light all
models but maybe you won't get that lighting effect on the ground.
member("3d world").light("omni2").specular = FALSE
Best regards,
Karl.
Karl Sigiscar Guest
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hondo3000 #3
Re: how to exclude models from light?
hm, i tried it without success. even deleting the light did not effect the
effect.
i have no idea where it comes from.
i will make some testing next days, but this is very confusing for me at the
moment.
maybe there is a problem with using the "glossmap" channel for the lightmaps?
the ground in this scene is a giant polygon (square with two triangles),
maybe this is the reason why i can
not see the effect on the other objects...
i will try to find out more about it, but if somebody knows something about
problems with the
glossmap channel, feel free to post it here.
hondo3000 Guest
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Karl Sigiscar #4
Re: how to exclude models from light?
Yes indeed.
Lighting changes when a surface is more subdivided. I noticed that already.
Maybe you can try and add some polygons to the floor by subdividing it.
Karl Sigiscar Guest
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hondo3000 #5
Re: how to exclude models from light?
giving the ground more polygons killed the effect. but i am not very happy with
this solution because now i dont have two triangles for the ground instead i
have 200. so my ground plane is now tiled 10x10, made some tests with 2x2 or
5x5 but with this resolutions the effect was still visible.
strage that this seems to have nothing to do with light or texturing just the
camera position and size of the polygon seems to responsible for this effect.
but seems that most graficscards seem to display the scene correct...
thanks for helping me here!
hondo3000 Guest
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roofy #6
Re: how to exclude models from light?
If I understand the question correctly, to all of you guys that
replied, none of this will do what hondo3000 wants to do.
Hondo3000,
What I think your looking for is called "Light Linking", and Shockwave
does not support this. By default, when you place any type of light, it
lights ALL OBJECTS. The only way to get rid of this is to link your
lights in a 3d appication program such as Maya, Max, or Plasma etc.
Then you will need to bake these lights into textures, and place them
on your surfaces.
Here is an example of what I am talking about. The tutorial is in Maya,
but if you don't have Maya, I am sure that there tutorials on light
linking the 3d application you have.
roofy Guest
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hondo3000 #7
Re: how to exclude models from light?
Ok, the display problem occurs only in combination with fog.
hondo3000 Guest
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roofy #8
Re: how to exclude models from light?
>Ok, the display problem occurs only in combination with fog.
???? Shockwave supports fog?
roofy Guest
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