A slow idea comes to mind ... duplicate a slightly smaller sphere subtract as booleans to make it hollow (then cut it with your cube of course) ... maybe that will tell the material / lighting which surface you want.
Neil Cooke ----- Original Message ----- From: "Karl" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Sunday, October 09, 2005 1:30 PM Subject: Problem recreating default shading with VSL. > Hi > > I have been using custom shading for some time (to fake Oren Nayar for > speed), and I'm not sure if this problem has existed forever or just > occured. What I do is this: > 1. Recreate diffuse shading with VSL, adding only curve control. I guess > everyone has done this. > 2. Create an analytical sphere, which is cut in half by a cube, making it > a hemisphere. > 3. Set the analytical sphere to hollow and put a lightsource inside it, > just to make sure lighting is done correctly, to illustrate this point. > > When rendered without the material, only the inside is lit as expected. > Applying the material will render it all black? Messing semirandomly with > angles within the material I can get both the inside and outside to be lit > or unlit, but not only one side. What is going on here? > > If I make the sphere non-hollow and cut it with a smaller sphere, it > renders correctly again. > > The weird thing is, the Oren Nayar material renders properly, so I guess > I'm missing some important steps. Problem is I'm not able to read all that > weird stuff that is happening in the ON material. > > Anyone have any ideas what I'm doing wrong? > > Karl
