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EnigmA Amiga Run 1998 July
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EnigmA AMIGA RUN 29 (1998)(G.R. Edizioni)(IT)[!][issue 1998-07 & 08].iso
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Diffusion_maps
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1998-05-16
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Date: Sun, 10 May 1998 22:36:17 -0500
From: Voitek Niedbala <amethyst@ENTERACT.COM>
Subject: [IML] Quest : IFW Diffusion Maps (HOW?)
I was reading this Lightwave tutorial, and i saw that they were using a lot
of diffusion maps on their models, to make their models look incredibely
realistic. Now here comes the question which usage would be diffusion on IFW
1.0 ? If there isn't is there a work around? also could someone explain the
difference between specular maps, and hardness.
Thanks
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Date: Mon, 11 May 1998 06:56:33 -0500
From: Gregory Denby <gdenby@TWAIN.HELIOS.ND.EDU>
If I understand the Lightwave stuff I've read, "diffusion" is close to a
combination of specularity and hardness in Imagine. The specularity part
is the way a surface reflects the lighting on it, and the hardness is
how concentrated the effect of the light is. In all, the highlights from
light sources. Lightwave seems to allow several layers of "diffusion,"
and this is good for things like car finishes, which may have a layer
of wax, a layer of clear laquer, and the paint substrate. You can get something
similar by turning on shininess in Imagine, and adding specularity and
a couple of hardness maps set to different morph levels. The only thing
I've been unable to duplicate is the way Lightwave allows each layer of
diffusion to have a different specular color. However, I'm pretty lame when
it comes to brushes, so maybe someelse out there has figured this out.
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Date: Mon, 11 May 1998 00:36:41 +0400
From: Charles Blaquiere <blaq@INTERLOG.COM>
Specular and hardness brushmaps work like the similarly-named
attributes. Specular is the _color_ of the specular spot, the highlight
reflecting straight towards a light source; it's an RGB value. Hardness
controls the _size_ of the specular spot; it's a 0-255 number.
When applied to brushmaps, a hardness map will take the red component of
the image and use that to determine object hardness at any point. If
there is no specular map, the color of the specular highlight will be
controlled by the specular attribute.
A specular map's RGB value will determine the color of the specular
highlight at any point. If there is no hardness map, the size of the
specular highlight will be controlled by the hardness attribute.
A high-design effect can be used by creating a brushmap featuring your
logo in white on black, the logo occupying less than half the image
width and height; then applying this brushmap to a background as a
repeated specular map. As the background/camera/lights angle changes,
you'll see little copies of your logo light up. Here's an example:
http://www.interlog.com/~blaq/temp/SpecularLogoTrick.jpg
Pretty cool, huh? To enhance the effect, I moved the background plane
axis back several hundred units and Conformed to Sphere with default
values. This gave the plane a slight curvature; all that was needed was
to adjust the brushmap depth (Y axis) to compensate for moving the axis
far away from the actual geometry.
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Date: Mon, 11 May 1998 06:32:57 -0400
From: Eric Donoho <donoho@IGLOU.COM>
There's a diffuse texture written by someone named Simon F.C. de Rivaz. It's
a little strange to use because it changes roughness to diffuse (roughness
is worthless, anyway, so good riddance).
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