Hi,
I have a problem with the colors, as if the colors depend on the position of
the light source. A truly symmetrical solution doesn't seem symmetrical. If
I rotate the image I can find a point of view from where it looks
symmetrical because the colors change while rotating. Is there a way to make
the colors to depend only on the magnitude of the variable? I use the
default values for opacity, intensity and saturation.
Thanks,
Ted
If it is a 3D object, yes, lighting affects color giving form and
shape (via shadow). That's a feature. (:-)
If 2D, make sure normals are removed (insert Shade and set shade to
false) before rendering. You may or may not need to move the light to
be in line with the camera (I think not if there are no normals). Of
course if you rotate the 2D object in 3-space you change everything
again.
For the 3D case, you can minimize asymmetric shading by adding a
Light and AmbientLight to your net, collected with the object(s) to
be rendered. Adding either turns off the default provided by DX.
Adding both more or less recreates the normal lighting provided by
default, but now you can fiddle with the light parameters. If you set
Light "where" to [0,0,1] and Light "camera" to true, the Light will
be effectively "mounted" on your camera no matter where you move.
This is the directional light that causes your problem (currently it
is off to one side of the camera by default). By having it mounted on
the camera, you'll get (dreadful) flat shading and your object will
look very un-3D.
I would probably keep the 3D object shaded and make a 2D derivative
or flat-shaded view of it and show both so the viewer sees both shape
and accurate color. Either send to a 2nd Image or Translate one of
them and Collect them into the same Image (this has pitfalls if you
start rotating the scene).
Chris Pelkie
Vice President/Scientific Visualization Producer
Conceptual Reality Presentations, Inc.
30 West Meadow Drive
Ithaca, NY 14850
[EMAIL PROTECTED]