paper-tiger opened this issue on Aug 19, 2005 ยท 8 posts
paper-tiger posted Fri, 19 August 2005 at 7:16 PM
paper-tiger posted Fri, 19 August 2005 at 7:18 PM
paper-tiger posted Fri, 19 August 2005 at 7:20 PM
Message edited on: 08/19/2005 19:23
randym77 posted Fri, 19 August 2005 at 8:16 PM
Try clicking "normals forward." That will tell you if it's reversed normals. It just looks dark to me, though. Have you tried turning "cast shadows" off for the ceiling?
paper-tiger posted Fri, 19 August 2005 at 9:06 PM
There is no ceiling. I couldn't find the 'normals forward' button, so I just tried reverse normals, and that seems to have done the trick. Thank you! :D
TrekkieGrrrl posted Sat, 20 August 2005 at 12:52 PM
Normals_forward is't a button but a checkbox :o) You can see it on your material room screenshot, it's the last box, right above the prewiev of the texture (in the PoserSurface) list.
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paper-tiger posted Sat, 20 August 2005 at 5:06 PM
Aha! No wonder I couldn't find it. I was looking for love in all the wrong places! So to speak.
svdl posted Mon, 22 August 2005 at 3:55 PM
You could change the distance_end of the point light. If you keep both distance_start and distance_end at the default zero values, the light strength won't decay with distance. I'd suggest you try setting distance_end to the equivalent of about 5 meters (don't know what units you use) and distance_start to about 5 centimeters.
You could also try plugging the texture node into the ambient color socket, set ambient color to white, ambient value to 0.5 and reduce diffuse value to 0.5. Then the wall will react not as strong to the point light.
Edited to add - the problem with the black wall probably is about normals facing the wrong way. In addition to normals_forward, you can flip the normals using the grouping tool.
Message edited on: 08/22/2005 15:57
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