#Diffuse Lighting
7 messages in this thread
I noticed at the last 3DForum meeting, while they were showing some Babylon 5
stuff done on the amiga I noticed that there was alot of surface detail on the
spaceships and I asked Mojo about that, And he axplained to us that they only
used diffuse lighting becouse they didn't want the surface to be shiny smooth
becouse most of the detail was in the the mapping not the modeling. He proceded
to show the side of a cylinder with a patchy, square,light grey to dark grey
area and the the way the light gleamed off of it. What I noticed is that the
light grey patches gleamed more than the dark areas which gave the whole
surface a much more detailed texture. It almost looked bump mapped but not that
drastic. What it looks like to me is that the diffuse lighting he mentioned
bounces off according to to the material luminousity which I havn't been able
to duplicate with 3DS materials editor. Am I missing something? -=Mike=-
The effect that he showed you was created by applying a grey-scale map to the
shininess aspect of the material. The exact same effect can be created in
3DSr3/4 using a shininess map.
– G
That make good sence. I tried a shineness map but I didn't try it with grey
scale. Thanks for the info. By the way I heard you were sitting right behind me
at the 3dfurum meeting. Did you happen to notice the mazda I modeled using
Multi-Surf? Also have you heard when the next meeting is? -=Mike=-
>>3dfurum meeting.
Which meeting? When? What?
(You can tell that I don't get out much.)
– G
I was refering to the 3dForum that is held about once a month around the LA
area. But I just checked my address bok out and I thought you were someone
else. Anyway I tried out what you suggested and I was really impressed, I'm
going to have to pay closer attention to shininess maps.
-=Mike=-
What you saw was a specular map ( I think it's called a shininess map in 3DS)
Brian Schmitt
>>What you saw was a specular map<<
Yeah I should have figured that out myself . I tried it before but it must not
have been a good example map. I just tried it this time with spaceship hull and
it really makes it look much more realistic especially with 1% bump map.
-=Mike=- Thanx