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

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