Zom-B:
Yes, I think you're right. Grouping is more of an eye candy
Unfortunately it does take more work for seperate pictures, all 280 of them. Anyways, I think I'll go with that version, it is more useful after all as a material preview. I already have the letter "C" in this version, I'll post it this night. Plus its easier to add to later.
Ah yes, linear mapping, thanks, forgot about that!
Its just those "algaas", and the other series that are bothering me, they are completely superfluous. Seeing the same material at 25 different temperates, and they all look -almost- the same!!! Anyways, I'll render those last
radiance: I hate to disagree, this is a question of semantics, but as far as I know most 3d programs use the term "glossy" to mean sharp reflections and small, sharp specular highlights (plastics, glass, polished metal). Non-glossy means very spread out reflections and specular highlights, aka diffuse.
My Oxford Thesaurus gives the following synonyms for glossy: "shiny, glassy... shimmering, polished... ", and thats a higher exponent in Indigo.
I also checked 3DSMax. It has a Glossyness slider used for the same thing as Blender's Hard slider: the higher the glossiness setting, the more concentrated the specular highlight is, which is translated into a higher exponent in Indigo. So as far as I see, Blender's higher Hardness = Indigo's higher Exponent = more "glossy". Lower = less glossy = more diffuse, at least as far as most 3D programs use the term Glossy.
See also Jeremy Birn Digital Lighting and Rendering, pp. 194-195.
Zsolt
"Have you ever had a render Neo you were so sure was real? What if you couldn't wake from that render? How would you know the difference between the rendered world, and the real world?"