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Sweet Home 3D Forum » List all forums » » Forum: Gallery » » » Thread: Apartment project with lighting by invisible hemispheres. I continue advertising » » » » Post: Re: Apartment project with lighting by invisible hemispheres. I continue advertising |
Print at Dec 16, 2025, 12:35:19 PM |
| Posted by Keet at Oct 21, 2024, 2:09:55 PM |
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Re: Apartment project with lighting by invisible hemispheres. I continue advertising Concerning the prefixes. Most prefixes are for deformations (hinge,rail,ball,mannequin parts). What remains are: EDGE_COLOR_MATERIAL_PREFIX (edge_color) LIGHT_SHAPE_PREFIX (sweethome3d_light) MIRROR_SHAPE_PREFIX (sweethome3d_window_mirror) WINDOW_PANE_SHAPE_PREFIX (sweethome3d_window_pane) We already know what the sweethome3d_window_mirror does, it creates a mirror effect when you render a photo. We can also use it to simulate a chrome texture. The sweethome3d_window_pane changes the material defined for the group into a window. It adds a "d 0.5" value to the materials of the groups with that prefix. In other words, it sets a 50% transparency. We can just add the d value in the mtl file and have more control over the percentage value. A noticeable difference: There are extended prefixes for a mirror or pane on a hinge or rail (sweethome3d_window_mirror_on_hinge_, sweethome3d_window_mirror_on_rail_, sweethome3d_window_pane_on_hinge_, and sweethome3d_window_pane_on_rail_) but NOT for a mirror or pane on a ball. I don't know what the edge_color and sweethome3d_light prefixes do. The edge_color might be an internal constant. The sweethome3d_light prefix doesn't change the object into a light, at least not with a power setting and not as a light source. Maybe Emmanuel can explain these. ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
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