Forum: Poser - OFFICIAL


Subject: Ambient vs. Translucence?

MrGorf opened this issue on Mar 31, 2007 ยท 8 posts


MrGorf posted Sat, 31 March 2007 at 9:55 AM

Hi, I was studying some of the "advanced" G2 shaders and noticed that a few of them used the Translucence (color & value) nodes. I had wondered what exactly this was, since I've seen so few materials use it. I had hoped that it would be kind of a subsurface scattering node, but no such luck. In fact, I can't tell any difference between the Translucence channels and the Ambient channels at all! Here is a picture demonstrating. There are two lights with raytraced shadows. The ball on the left has an ambient value, the one on the right a translucence value. The cylinder is there just to cast shadows and to see if either of these are see-through. I don't know about you, but when I hear "translucence" I would expect, at a minimum, that it would cast a colored shadow (if the light is set for raytraced shadows and RT is turned on), but it doesn't. I might expect something translucent to be at least partially transparent, but it isn't. To my eye, these balls look exactly the same in the render. The only difference is that the ambient ball looks "lit" in the preview, but the translucent one doesn't. So, I'm asking: is there any real difference between the ambient and translucence nodes that I'm not understanding? Is Translucence just a more logical name for people rendering stained-glass windows? Or is it just a way of making more complex ambient values by having two top-level inputs?