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Virtual Reality Homebrewer's Handbook
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help4.scp
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1996-03-19
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LIGHTING
You can edit the characteristics of four equivalent light
sources, switching them on or off, changing thier XYZ
values and setting their style. At least one source must be
on for shading.
Fixed Lighting
To Fix a light in model space set EYE to off. To relocate
it, Retype its XYZ values or, in the 4_View Mode, YOU CAN
CLICK ON THE LIGHT AND DRAG IT TO A NEW LOCATION. The
coordinates are displayed in the top left corner of the
screen. To obtain parallel light - like sunlight - set the
infinity symbol to ON. In this case the XYZ values describe
a direction Vector. The light position is imaterial and
will not appear in the 4-View.
Mobile Lighting
Bye setting EYE to ON, a light becomes attached to your
veiwoint and moves with you through model space. XYZ are
then eye-relative coordinates, Where Y is up the screen, X
is to the right and +Z is out from the screen towards your
eye. If you set the FAR to ON the light is in the relative
XYZ direction but is fixed at the eye-target distance from
the target.
To check illumination at the target point, Select REFLECT.
This command draws a Phong shaded Sphere as it would appear
at the target. It has the surface attributes of the first
Layer.
LAYERS
Layers can be renamed, turned off, changed color or shading
parameters
Highlight is the phong index of the specular shading
function. to make the surface look metalic use a number of
5-10. the higher the number the smaller the specular
highlights.
Diffuseness is the % of light which is reflected diffusely.
A low numer makes the surface darker. but stronger specular
highlights.
Colour is the pallete colour number
Adjacent Surface normals is the minimum angle between
adjacent faces for surface normal blending. A low numer
gives a faceted appearance. Use the RENORMAL command after
changing these values.
NO CLEAR
turns off the screen clear until the next redraw.
Used for overlaying objects in a shaded picture.
RENORMAL recomputes the surface normals