I tryed using bump-maping with v0.7t1 but it hasen't worked for me


Thanks a lot... new features are BIG FUN

Go for it! I for one can't wait to get going with these new featuresu3dreal wrote:Great who's gonna update the blender exporter ??? ...
Yes me if anyone has some against.. ;:)
cheers
u3dreal
hehehehe, go U3dreal, go!u3dreal wrote:Great who's gonna update the blender exporter ??? ...
Yes me if anyone has some against.. ;:)
cheers
u3dreal
Thats a reason I think about doing my texturing & exporting Tasks in Blender, because the old no more developed C4D Exporter becomes nearly useless now...afecelis wrote:my concern is how exporter writers will adapt these new features to the different sliders and values in each of the different 3d apps. since most of the things have to be done in a "hackyish" (yet very clever) way as there's nothing more than the format itself as a "plugin API guide". Such abrupt and tough changes make all the hard work and effort put into the last exporter that was working fine probably fall back to zero, needing to start them almost from scratch.
Don't, refractions concerns only transparent materials, but also defines how they reflect. If a ray is not refracted, then it is reflected.- till now i thought ior numbers are only used for transparent materials. *me feels stupid know*
1 is a minimum, as it defines vaccum (no change in angle at all. Well, you know, vaccum !) Air is around 1.0x to 1.00x, depends on physical condition and on the source of the measure. Some "metamaterials" (artificial ones) now have negative ior ! The angle will be the same but in the reverse direction (as if there was a virtual mirror orthogonal to the surface) !- whats min and max of ior numbers? (in THIS list gold has a ior of 0.47 but indigo give me an error if i set the ior under 1)
I'm not sure, better said the higher the ior the higher the angle at wich light must meet the surface to be transmitted. If not it is reflected. And I'm not sure there exists materials with higher ior than Silicone... none above 5 I think. So it's not about how much reflective a material is to light, but more what fraction will be reflective or not. Linear or not I can't tell...- does the reflectivity increase in a linear way from 1 to (lets say) 150
I'm so confused, I'm from the pov-ray world so thats probly why. Here's why I'm confused: say I model a camera lense and set its ior to 1.52 (roughly optical glass). then I want to simulate an anti-reflective coating. what do I do? is that a separate parameter?fused wrote:@manitwo:
the higher the ior the more reflective the material gets. an ior of 1.5 gives the material a reflectivity of glass (which is a little bit) an an ior of.. lets say 150 makes it extremely reflective
is <specular> still working? i had to change to <ior> because indigo gave an error like "uexpected element <specular>"
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