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- From: ledwards@leland.Stanford.EDU (Laurence James Edwards)
- Newsgroups: comp.graphics
- Subject: Re: Problems with 3D studio
- Message-ID: <1992Nov16.232042.17287@leland.Stanford.EDU>
- Date: 16 Nov 92 23:20:42 GMT
- References: <1992Nov4.064838.12294@tpts1.seed.net.tw> <1992Nov12.170940.1@ualr.edu> <1992Nov16.102830.1@tnclus.tele.nokia.fi> <1992Nov16.152424.1@ualr.edu>
- Sender: news@leland.Stanford.EDU (Mr News)
- Organization: DSG, Stanford University, CA 94305, USA
- Lines: 16
-
- In article <1992Nov16.152424.1@ualr.edu>, djlewis@ualr.edu writes:
- |> [...]
- |> One reply I got was to go into the Materials editor and load a map object and
- |> highlight the A selector and turn (?shinyness) up high (near 100%). I have'nt
- |> yet had opportunity to try this technique.
- |> [....]
-
- I would think that would only make things shiny ... that is you'll see a
- reflection of the light source but not of other objects in the scene.
-
- According to a friend of mine who beta-tested 3DS the only way to get that
- raytraced look is to do 2 renderings first render the surroundings then
- texture map it onto the object you want to look shiny ... i.e. you can
- only do it through reflection mapping. This is all hearsay of course.
-
- Larry Edwards
-