The advantage of the max way (and probably the C4D one as well) is
that since it's being controlled by a light, it affects surfaces using
the light's radius.
Imagine using a point light as a spherical volume that increase the
incandescence within its radius. That's incredibly useful to give a
slight illumination boost to an overly dark area without modifying the
overall light setup.
And btw I'm not exactly sure the effect is the same as incandescence.
Bernard
On Nov 30, 2007 8:40 PM, Matt Lind <speye_21(at)hotmail.com> wrote:
>
> Sounds like what you're looking for isn't a lightsource, but rather the "incandescence" parameter on the material shader of affected objects. It adds color disregarding the surface normal giving it that glow quality. Other softwares like Maya and Cinema 4D are doing it the same way, but have automated it in their renderer to look for a flag from a light source to trigger it. In XSI you do it manually.
>
> Matt
>
> ------------------------------
> Matt Lind
> Animator / Technical Director
> SOFTIMAGE certified instructor:
> SOFTIMAGE|3D
> SOFTIMAGE|XSI
> Matt.Lind(at)Mantom(dot)net
>
>
> Date : Sat, 1 Dec 2007 01:17:09 +0100
> To : XSI(at)Softimage.COM
> From : pingo van der brinkloev
> Subject : Re: ambient lightsource
>
> yeah cause objects would still be shaded. It has to add to the diffuse color disregarding surface normals. its just luminance really... I'm a bit surprised there is no such thing... I found the transvol shader which I'll have a look at.
>
>
> cheers
>
>
>
> pingo
>
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