Sabby opened this issue on Feb 10, 2013 · 78 posts
vilters posted Tue, 12 February 2013 at 5:37 AM
Hello Cage
Some steps here below : but a lot has been written about the subject, here and on other forums.
IDL and GC.
With IDL, every object in your scene diffuses some of the incoming light back into the scene.
As happens in real life.
Before IDL we did not have this, and had to add AO, or ambient, or extra lights to get this effect.
Step 1 is thus to remove all those extra lights that we do not need any more when rendering with IDL.
For an outdoor scene something like BB's sphere (with a picture on it) and one single infinite light (the sun) is all that is required.
Add a second light, and you wash out shadows making scenes dull and gray.
As in the material room; the same thing.
Some old shaders have ambient on lots of things. => That was to get those objects to emit light => is faking IDL effect.
Step 2 : Those old ambients have to go as they are replaced by the IDL effect now in play.
Step3 : Old shaders have Diffuse_Value at 1
Nothing diffuses at 1. Set Duffuse _Value at a more modest 0.85
Step4 : There can never be more than 100% light.
Diffuse + Specular + alternate_specular and or BLinn, values added up can never be more then 1
Example when Diffuse_value is at 0.85, you can never have more then 0.15 in Specular_Value.
I am simplifying things, but these are some of the tricks as an example.
GC : Gamma correction is a linear display thing.
Set GC to 2.2 on all Diffuse textures in the material room.
BUT!
Set GC to 1 for all textures that go into
And render with GC set to 2.2
These are some of the tricks that have been discussed in long and wide on all the different forums.
PS, scenefixer, available at snarly's place can do a lot of this automatically.
happy Posering
Tony
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!