tinman_prime opened this issue on Mar 26, 2016 ยท 22 posts
seachnasaigh posted Fri, 08 April 2016 at 3:35 AM
3DCheapskate: If I understand correctly what's puzzling you, the bright blocks are the "lit up" windows, and the bluish areas are areas of glass where the lights are off, so those areas are simply reflective mirrors, and you're seeing the blue-grey skydome reflected in the "off" areas of glass.
One of Moriador's renders shows that more than the other because of camera angle; the shot with the camera down low shows the sky reflected.
Which windows are lit up and which are off is controlled by a B&W tile map; there are three in the Dystopia texture folder. You could increase/decrease that distribution by using two of those B&W maps with math nodes - multiply the maps to reduce windows "on" (logical "and"), or add them (then clamp) to increase the number of windows "on" (logical "or").
The LightPath ambient boost technique is indeed a Superfly thing. I can get the same appearance for the windows themselves in Firefly, but I can only get the strong lightcasting in Firefly if I add unseen mesh pieces. Superfly can make the original props do their own lightcasting, and does it easily.
Poser 12, in feet.
OSes: Win7Prox64, Win7Ultx64
Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5