rickymaveety opened this issue on Dec 04, 2003 ยท 22 posts
Ornlu posted Thu, 04 December 2003 at 9:42 PM
No, the inner sphere should have the texture on it, the outer doesn't matter. You put the panorama on the inner sphere after booleaning. The inner sphere is Negative while the outer sphere is positive. You then group them together to get the booleaned shell. It mainly has to do with object normals. You see when the rays bounce off of inverted polygons (such as the inside of a normal sphere) you get some weird loss (in bryce anyway). By using the negative boolean as your texture source you effectively referse the normals. Instead of pointing outward your poly normals are now pointing in towards your scene. Therefore you get the appropriate ambient light radiation and mapping. Again, hope this helps. I tend to be confusing. lol, I have an article in the upcoming magazine concerning faking radiosity/hdri images in bryce. Although now that I re-read it I forgot a few small details, the sphere inside the sphere was one I forgot. It's more of an understanding how it works article than a building a scene article anyway.