is it possible to use the dgs_material node for simulating the ray diffuse plugin (lighengine3d.com) ?
Any suggestions ?
4now
is it possible to use the dgs_material node for simulating the ray diffuse plugin (lighengine3d.com) ?
Any suggestions ?
4now
The only way I know how to get the RayDiffuse
look is by using Final Gathering and lighting your
scene with poly objects (or NURBs), or using
RayDiffuse for mr, which I haven't got to work yet
I have been using 3 poly planes to set up basic 3
point lighting. It works well. Of course you need
to lighten up the incandescence channel in the
shaders of the poly planes, so they emmit light.
If anyone else has a different metthod, please
post it.
ds
??... and with this method you get the dirt shading effekt
of the rayDiffuse Plugin ?
ahhh yes I have done the tutorial
http://www.steven-tubbrit.pwp.blueyonder.c...Tutorial\_02.htm
and it shows what you explained above.
But when using additional "real" light instead of the incandescene Objectlightning the RayDiffuse dirt effekt isnt that great as bevor.
[image]http://www.sbox.tugraz.at/home/a/a01/fg\_rd.tif[/image]
[image]http://www.sbox.tugraz.at/home/a/a01/fg\_dir.tif[/image]

