I'm trying these settings, cause I usualy have too much colorbleeding.
But I thing there is one thing that isn't totaly right ...
It's the following
Quote:
Originally posted by nisus:
Reflectance scale: (this is the amount of light that gets reflected): set this value not higher than 0.85, because most surfaces don't reflect more than 85% of the incoming light.
(If you set this value higher than 1 (max 5), you got a very strange fx because the surface reflects more light than it receives... Only usuable for unreal/inhuman worlds)
DO NOT use this control to increase self-illumination! Use Luminance scale instead (see later)
Transmittance scale: this is the amount of light that gets transmitted through transparant surfaces. Be careful if you use this value, because the sum of transmittance scale and the
reflectance scale cannot exceed 1 in real life, because otherwise you'd end up having more energy after the light hits the surface than before!
tip: It's better to make the total sum around 0.95
(The default settings for these two values are both 1, with means that if a certain amount of light hits a surface, the same amount is AND reflected a 100% AND transmitted a 100%. So basicly you'll end up having twice the amount of light after the beam hits the surface...
see why the default settings are ludicrous?)
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Because the settings you choose are infecting the settings they calculate.
So when VIZ 4 says that your created material will reflect 85% of the light, and you place an override material above that material, saying that reflection should be 0,5. In that case you would get 42,5% reflection (0,5 x 85%)
So both the 'ones' at reflectance and transmittance settings in the override are possible. It means that you aggree with the settings VIZ4 calculated.
Plz correct me if I'm wrong ...
I'm still a newby if I see what Nisus can do and knows
Greetz
Samp