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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)



Subject: Getting rid of Reflection_Lite_Mult and Reflection_Kd_Mult


AnAardvark ( ) posted Mon, 11 January 2010 at 1:15 AM · edited Fri, 29 November 2024 at 9:20 AM

Given that neither of these do any good, has anyone written a script to uncheck them for an entire scene?


lkendall ( ) posted Tue, 12 January 2010 at 5:33 PM

[Bump]

A script for Poser 8/ Poser Pro 2010 would be nice.

lmk

Probably edited for spelling, grammer, punctuation, or typos.


Khai-J-Bach ( ) posted Tue, 12 January 2010 at 6:03 PM

and a script for 7/pro would be. (not all of us have the cash..)



SamTherapy ( ) posted Tue, 12 January 2010 at 6:31 PM

A script for P6 would be even better.  Some of us are even more skint than others.  :)

Coppula eam se non posit acceptera jocularum.

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pjz99 ( ) posted Tue, 12 January 2010 at 6:33 PM

I already have a script that walks through all materials in a scene to change Diffuse_Value, should be pretty simple to adapt it to disable these two parameters.  Give me a little bit and I should have it done.

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grichter ( ) posted Tue, 12 January 2010 at 6:33 PM

 I hacked together a script to do one of these for figures only. I'm at work. When I get home I will post the code.

Gary

"Those who lose themselves in a passion lose less than those who lose their passion"


momodot ( ) posted Tue, 12 January 2010 at 7:46 PM

What do "Reflection_Lite_Mult" and "Reflection_Kd_Mult" do?



SamTherapy ( ) posted Tue, 12 January 2010 at 7:49 PM

Thanks for that, pjz.

momodot - dunno for sure, but it's nothing good.  :)

Coppula eam se non posit acceptera jocularum.

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Khai-J-Bach ( ) posted Tue, 12 January 2010 at 8:38 PM · edited Tue, 12 January 2010 at 8:39 PM

now if I remember, reflection lite_mult and KD_mult screw up reflections. eg put 2 mirrors facing each other. shine a light and it'll reflect but each time it reflects, it loses energy - the reflection you see as it goes back gets darker. but with those turned on, each reflection gets added to the last - as it goes back in the mirrors, it gets lighter until it's pure white..

thats if I remember right. BB will be along to hit me if I'm wrong ;)



bagginsbill ( ) posted Tue, 12 January 2010 at 9:30 PM · edited Tue, 12 January 2010 at 9:33 PM

They simply turn on some internal multiplication.

Lite mult multiplies the reflect_color with the incoming light color, regardless of angle. It has no basis in reality.

Kd mult multiplies the reflect_color with the output of the internal diffuse node, which includes the light intensity, angle, color, and the color of the surface. It has no basis in reality.

I suppose it was used a long time ago as some sort of cheap adjustment of fake reflections intensities so they could be controlled by how much light you were using in the scene.

If you assume that the general illumination hitting an object is also the general illumination hitting other objects, (not a partciularly valid assumption) and you think about the idea that real reflections would be darker if the reflected (other) objects are darker, than you can make a very loose connection that if there's less light here in the scene, there would be less light there in the scene, so you should decrease the luminance of faked reflections.

But if you're plugging a real P5+ style reflection in, these hacks are not only unnecessary, but they actually ruin the complex lighting effects we can do. Real reflection luminances will be in direct proportion to the luminance of the actual objects being reflected, based on the actual light hitting there, not here.

These values are a left-over from the P4 renderer which had no real reflections, only fake reflection maps.

One is still enabled by default because if it were otherwise, any material written back then would suddenly behave differently. Or something like that. I don't buy it, actually. Load an old material - use the value stored in it. Creating a new material, it should be off by default.


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Winterclaw ( ) posted Tue, 12 January 2010 at 9:52 PM · edited Tue, 12 January 2010 at 9:58 PM

Quote - One is still enabled by default because if it were otherwise, any material written back then would suddenly behave differently.

I think this is BS because if you are creating a new material and forget to turn it off, now your new mats will be bugged.  I don't even want to count how many vendors I've bought something from who've left this checked.  And I'm talking about things that were released since P8 has been out.
I don't mean to come off as being short, but in technology just because something has always been done that way doesn't mean we should keep those standards once they've become outdated for good reason.

Example, just about no one has a floppy drive these days, yet A: and B: are still reserved for them by default and the HD starts at C:.  I say at least put your disc drives on A: and B:.

WARK!

Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.

 

(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)


pjz99 ( ) posted Tue, 12 January 2010 at 11:36 PM

It's probably like this by default for the same reason that when rigging, new spherical/capsule falloff zones are created and rotated 90 degress by default (i.e., dumbness).

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Winterclaw ( ) posted Wed, 13 January 2010 at 1:10 AM

I was thinking more laziness and lack of professionalism.

WARK!

Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.

 

(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)


pjz99 ( ) posted Wed, 27 January 2010 at 11:27 AM

Thanks!  Thanks!

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