CompuServe Thread

#Materials + Lighting.

2 messages in this thread
#183948From: Timothy S. BulsonAug 8, 1995 9:01 AM
Michele, It was a pleasure meeting you at AU '94 in Atlanta. I have some questions about your book "Materials + Lighting". First of all, do I have permission to use the files on the diskett in my work? I do alot of furniture design, and LOUNGE.3DS (with some minor changes) lends itself as a suitable environment for showcasing a coffee table. That brings me to my next question. When moving the camera around the room/table, the background VALLEY_L.TGA gives the illusion that the camera is stationary, and the whole room is spinning. How do I fix this with out eliminating the background? My last question concerns STAIRS.3DS. When rendering the scene in the tutorial, 3DS can't find NONE.TGA used for the background. Will another one suffice? If so, which one do you suggest? If not, where can I get this background? I've read other books of yours, and found them all to be very streight forward and helpful. Thanks, TIM
#184666From: Michele BousquetAug 12, 1995 10:39 PM
Dear Tim, Hi! Sorry it took so long to get back to you but I've been at SIGGRAPH. Regarding the files on the book disks, I've never minded people using them for work or for passing around. Go ahead and use the lounge, just throw in a credit somewhere if you can. To get around the background problem, make a large flat box to sit outside the room. The box should be parallel to the wall, and not too far away, perhaps half the distance of the room size: (this is the Top view) ______ box ______ wall ______ other end of room something like that. Then make a material with VALLEY_L.TGA as Texture 1 at 100% with full self illumination. Put the material on the box. Apply mapping coordinates the same size as the box. When you move the camera, the background will look more real. It still looks a little funky, but the only way you could make it perfect is to build actual 3D trees outside the window. If the camera moves to look out both windows on perpendicular walls, make a copy of the same box and put it parallel to the other wall. Just make sure that when you move the camera around you don't see any dead space or the join between the two outside boxes. As for the NONE.TGA background in STAIRS.3DS, just choose Renderer/Setup/Background and click on the None option. That will remove the background completely, and the rendering should work fine. Let me know how it all goes. Michele