Fr�n: Alex da Franca <[EMAIL PROTECTED]>
Till: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
Datum: den 28 juli 2002 18:53
�mne: Re: <lingo-l> <lingo-l>spotlights vs. lowpoly objects ?


>At 16:56 Uhr +0200 28.07.2002, Therese wrote:
>>hi list.
>>
>>Ive run into some trouble that concerns spotlights and large lowpoly 
>>objects. It appears as when I
>>animate a spotlight over the low poly object the light just flickers 
>>as it crosses the polygons,
>>and sometimes it inst visible at all. As long as the spot shines on 
>>places on the object where there are
>>smaller plygons it has som effect, but as it moves over the large 
>>ones it flickers and goes out.
>>I wonder if the light gets evened out all over the polygon, so that 
>>large polygons wont recieve a
>>light spot but the wholoe polygon get a little brighter. .....
>>so how can i create a lightspot on the large polygon???
>>
>>I dont know how director treats the lights in these matters, so if 
>>anyone knows how i can override
>>this problem id appriciate it.
>
>there's a spotlight property called spotdecay.
>try it with spotdecay = true
>it should help to a certain degree, but if it isn't enough, then your 
>only way is to raise the poly count. either when building the model 
>or by applying the sds modifier, which raises the polycount also.
>-- 
>
>   |||
>a�ex

Thanx Alex. Although i have tried the spotdecay, and youre rihgt it helps to some 
degree but the spotlight effect i want gets lost im afraid. I have erarlier tried 
subdividing the model in the modeling program i use, it helpt but it still looked like 
sh*t and was slowing down preformance. I tried applying the sds modifier as you said 
but it created the same effect as the subdivision only worse, i dont know how director 
subdivided but the entire model was transformed;-)
The entire ide with lowpoly is thet it is easy on preformace, so id rather stay away 
from slowing everything down  just to get som headlights on my lowpolycar......thanx 
though


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