VacuousSapient opened this issue on Apr 25, 2005 ยท 34 posts
Ajax posted Tue, 26 April 2005 at 5:31 AM
Yes, that's what I'm saying. Basically the amount of light coming off your object should be 1 times the amount of light in your scene (unless the object is glowing). The diffuse value tells poser how much light is being reflected diffusely off the surface of the object, the reflection value tells poser how much is coming from coherent reflection and the refraction value says home much is passing through the surface instead of being reflected (either coherently or diffusely), so if the three of them add up to more than 1 then there's more light coming off your object that what actually hit it in the first place. You can have any combo of diffuse, refractive and reflective that you want and as long as they all add up to 1, it should look reasonablly realistic from a physics point of view. In fact, if you use the ambient value as it was intended (to fake a certain level of environmental light rather than as a way of making things glow) then the sum of all four values should be one. Some 3D programs out there even specify that ambient and diffuse must add up to 1 (for non reflective/refractive materials I mean). In Poser, the ambient value is usually much more useful for making things glow though :-)
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