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# 6 14-11-2006 , 04:02 PM
enhzflep's Avatar
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Join Date: Oct 2006
Location: Melbourne
Posts: 313
:blush:
Ah hah!

I think I've nutted out this little mis-communication.

I was rather literal in my interpretation of the problem posed. I took the image to consist of the skewed sphere, and nothing else. My mistake. Sorry about that.

Thanks for your directions Allan. You've helped enlighten me (pardon the pun, if you will) on the differences between the way that Maya uses the position of the ambient light in it's lighting calcs and the way that 3DS r4 did not.

My recollection of 3ds was that an ambient light was simply defined and had a colour and intensity, but no position. When placed on one side of the cube, I'd expected to see the ground plane on the other side illuminated just as brightly as it was on the side of the light.

So too do I see what you mean about the zero-shadow spot-light having more 'depth' than an ambient. Not that I could describe it any other way...

Thank-you most kindly, Sir.
:nod: