Propschick opened this issue on Dec 02, 2007 · 30 posts
kuroyume0161 posted Mon, 03 December 2007 at 10:28 AM
Didn't I explain it well enough? And the link should be available since before I posted my quip on 'Fritz' yesterday.
ReflectionColor R G B S
R = RED
G = GREEN
B = BLUE
S = STRENGTH
The values on TextureColor, KdColor, KsColor, and KaColor represent the same thing.
The values are from 0.0 to 1.0. Normal RGB is 3 8bit values and each value can be in the range 0 to 255. Doing the math here, there are 16777216 combinations of these three values to make any color in 8bit RGB. I don't think you want me to list them all with a little color block, do you? ;) The last value is Strength. So, if that is 1.0, the color is the same as if S wasn't there. You multiply Strength times each other value (RGB) to change the strength (Value of HSV type color specification).
The other values are mentioned at that link: Unofficial CR2 File Specification. It doesn't get into depth on explaining the values (like above) but some information is there to get you started. For instance, bumpStrength is the amount of bump to apply to a Bump map texture - the depth it will seemingly appear to emulate. 0.0 is obvious none. 1.0 is a lot. You can even go negative or above 1.0.
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
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