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Sweet Home 3D Forum » List all forums » » Forum: Gallery » » » Thread: analysis of various rendering modes. Replay. » » » » Post: analysis of various rendering modes. Replay. |
Print at Dec 21, 2025, 7:52:59 AM |
| Posted by GaudiGalopin3324 at Aug 20, 2025, 7:45:38 PM |
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analysis of various rendering modes. Replay. Hi. I've tried exploring different rendering modes before. But my photo hosting service died and all my illustrations disappeared forever. This topic is very interesting, so I will try to repeat this experiment with new knowledge. I will spread it out gradually so as not to miss the main point. I'll start with the basic rendering mode in the third quality level. The basic mode is the "DirectLighting" lighting method and ShininessShader "Default". for the scene, I chose three boxes with a texture of multicolored letters (don't worry, there are no words or meaning here, it's just an alphabet on a colored background). Such letters will help to correctly understand the reflections in shiny surfaces. I have set the maximum gloss for all surfaces - the boxes and the ball are as shiny as possible in all the pictures in the future. There are no changes, everything is the same everywhere. There is only one light source, the sun, and no other sources. so Directlighting + default The reflections in the boxes look great, but there's a strange feeling. On the illuminated surfaces of the ball, it does not look like a polished material, but like a matte material without reflections. There is no glare, so the ball looks strange - in the shadow part it is polished, and in the illuminated part it is matte. It's like it's not treated the same way. It feels weird. |
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