#Various questions
2 messages in this thread
2 questions:
1) If only a (relatively) small portion of a "flat mirror"ed surface is
being rendered, I get a lot of jaggies on the reflected image. Other than
setting the surface up as multiple objects, is there any way to smooth the
edges out?
2) While doing some "unstructured learning" (i.e., playing around), I tried
using BALL.SXP as a bump map on a sphere (seeing if I could corrupt it
enough to look like a golf ball someone was looking for). As far as I could
tell, there was no effect on the surface when rendered. Color 1 was 0,0,0
and color 2 was 255,255,255. Bump map was at 100%. If I substitute
NOISE.SXP, it renders as expected. Am I being utterly dense about
something?
Just a Comment: In your discussion of reflections on page 9-39 of the
reference manual, nothing is said about specular color not allowed to be 0.
(It is stated in the tutorials though…)
Thanx, LAM
Larry, what Auto-Reflect map antialiasing setting are you using? (that's
the AA setting INSIDE of the Auto-Reflect map setup dialog) If you've got
that turned up to Medium or High and want more smoothing, try dropping out
of Turbo mode.
Regarding using BALL.SXP as a bump map… it wasn't designed to be used as
a bump map. SXP's must be specifically coded to be "bump-mappable" if you
want to use them that way, and BALL.SXP was so incredibly simple that we
never did that.
Regarding specular color… it can be 0, but the Shininess setting can't be
0 for reflections to be seen.
– G