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EnigmA AMIGA RUN 29 (1998)(G.R. Edizioni)(IT)[!][issue 1998-07 & 08].iso
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1998-02-16
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Date: Sat, 8 Nov 1997 02:19:54 -0600
From: "Stephen G." <sgiff@AIRMAIL.NET>
Subject: [IML] IFW: To All Texture Programmers
One of the textures I would really like to see for IFW is a texture that
Milan Pole has created for the Amiga. The texture creates Ambient objects
which is something I have always wanted to do in Imagine and never have
been able to. This is a very common feature in most 3D programs and I am
suprised that it is not built into Imagine's basic attributes.
This texture creates brightness in an object but allows you to retain
specularity. Imagine's brightness attribute makes objects flat looking, it
also kills specularity which is why I am hoping that someone who is
creating textures for Imagine would be willing to create this texture.
To see this texture go to:
http://www.geocities.com/SiliconValley/Way/1038/
He also has some other very cool textures that would be very useful in IFW
that are very unique and useful. If someone knows Milan and would be
willing to convince him to release the code for windows programmers out
there it would be great.
---------------------------------
Date: Fri, 7 Nov 1997 22:28:38 -0800
From: Matt Kropp <cmkropp@HOME.NET>
Simon F C de Rivaz used to have an IFW texture on his web site called
diffuse.itx. It would convert the roughness setting of an object into a
luminance setting for the object. I think that is what you are after.
Simon's texture is a little more versatile than the ambient texture you
pointed out in that you can set one roughness/luminance level for the whole
object, or use a brushmap to affect roughness and thus have varying luminance
on the object. One example might be to simulate the subtle lighting effects
of the paneling on the Babylon 5 space station. Each panel could have a
slightly different roughness setting
Unfortunately I don't see the texture on his web site any more (although I do
have a copy of it myself).
Incidentally you can do an ambient brush mapping in IFW. I haven't played
with it, but I've seen the option in there. I've always assumed it could be
used to simulate radiosity. But I supposed you could use a small bitmap of a
solid gray color to turn up the ambient lighting evenly over the entire
object.
-------------------------------
Date: Sat, 8 Nov 1997 20:20:15 +0100
From: Mikael Johannesen <mikael@PIP.DKNET.DK>
Or just use a pure white bitmap and use the mix/morph setting to set its
strength.
Mikael Johannesen
mailto:mikael@pip.dknet.dk
---------------------------------
Date: Mon, 10 Nov 1997 08:55:16 -0700
From: Mike Tidwell <mtidwell@SAFFIRE.COM>
>This texture creates brightness in an object but allows you to retain
>specularity. Imagine's brightness attribute makes objects flat looking, it
>also kills specularity which is why I am hoping that someone who is
>creating textures for Imagine would be willing to create this texture.
>
This is an easy one.....
Set the color and specular you would like. Turn the specular overdrive up
abit. Set the brightness to what you would like and wha-la - an exact
match to what on Milan's page. I just did it and it works perfectly.