Instalar o Steam
Iniciar sessão
|
Idioma
简体中文 (Chinês Simplificado)
繁體中文 (Chinês Tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Checo)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol de Espanha)
Español-Latinoamérica (Espanhol da América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polaco)
Português (Brasil)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar problema de tradução
for the lower half of the illumination map, the part that always shone, the brightness at which is shown was was darker where the value was lower, so if faded from bright to no light.
I created a surface with an illumination map that shaded from black to grey, a color that shaded from bright to dark angled 90 degrees or perpendicular to the direction of the illumination map and a specular map that had a 45 degrees angle crossing both. The result showed that for the lower illumination levels it at night it shone always and in the color of the diffuse map and more where the specular map was darker. Where the illumination map was higher it was seperated into two parts; the part above 192 and the part below. It showed over time that from the far end of those two parts towards the middle light would apear. not randomly but kindof like waves. Also i noticed that for the higher value one of the two parts (values above 192) the speed at which this wave would apear was noticably slower, by aproximation between 2/3rd and 3/4th of the values lower than 192.
If there was any problem it was in the normals. Playing with the normals in 3DS max changes the way light and shadow behaved on the model. Making them all point upwards did result in a glitchy shadow, however the model was way more bright even in the dark. I just dont know how to edit normals correctly :P