I was wondering how these are used to light a model. Are the textures painted with one set of shading and then darken with vertex colors to create the full illusion of lighting? Not sure how to ask what I mean but any feedback on how you use vertex colors for lighting would be nice. Thanks.
Alex
Replies
i wouldn't suggest this for charcters or game models, but for static environment it's a good option.
For puposes of my reel I'm going to have alpha planes, how do you get bmps with 16 colors to work or should I just use a separate texture for the transparency map? I don't have access to the nng file format, and I'm limiting my textures to 16 colors. I'm planning on using pink to repesent the transparent portion of the map. How can I set Max and XSI to read the pink as a transparent color? Also what's the best way to get Max and XSI to render vertex colors with their renderer. Thanks
Alex
For the purposes of a demo reel, you'd be fine to just use a one bit alpha (black and white). If you're laying out a bunch of textures for display then the pure pink is probably a good way to do it.
DS Specs and Command Reference (Warning, bit heavy)
I've been looking through the technical documentation, and you're not limited to just vertex lighting. The DS has hardware support for blending vertex color with a texture. At least that's what I understood from the docos.
DS Specs and Command Reference (Warning, bit heavy)
[/ QUOTE ]
well in maya their is something wich is called vertex lighting, but all it does is pulls your light information in your scene to color the verts. So I think vertex lighting means is he computer colors the verts based on light information. You could do it by hand but then I think its just vertex coloring at that point.