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Showing results for tags 'ambient lighting'.
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Hello Vworks World, I come to you all in a time of great need, struggling with creating a digital stage lit virtually, and facing some issues/maybe bugs with Default and Ambient Lighting. So, after some tinkering with two .stl files I've received from my Set Designer for a digital proscenium (with a metal black texture for now), and an inner piece meant to glow like a molten iron texture, I've discovered that there was a rather unsavory, very pale white light that seemed to stay on my final quality renderings coming from the angle of wherever my view was pointed, or whatever texture was on each of the objects. I've read in the forums that this is probably the Default lighting, as I've removed the ambient lighting from the document. But what I don't understand, is that no matter the amount or brightness of other lights that I add, there seems to always remain the ugly default lighting. I don't know if this is something to do with STLs ( I had the same issue with it in .obj form as well), or if default lighting is bugged rn, but I am honestly trying to achieve a true black with a small glow from the inner piece for a lot of the looks I'm trying to generate. I've added the vwx file as well as a screenshot with the issue showing for me. Any solutions, tips, or fixes would be greatly appreciated. Thanks, -Hrindous Prosc Test.vwx
Has anyone else noted that when you have more than one rendered viewport on a sheet, you cannot separately set the ambient lighting percentage, even though from the OIP lighting control seems like a viewport property? Whenever I change the ambient lighting in a viewport, all the viewports on the sheet change as well. If this is truly what we are experiencing (VW2016), the request is to make each viewport separately controlled for ambient lighting %, as the viewport "Lighting Options" dialog box implies.