9
Assign Vertex Colors Utility 1737
• Lighting + Dif fuse—Uses the current scen e
lighting and materials to affect the vertex colors.
•
Lighting Only —Uses only lighting to assig n
vertex colors, ignoring material properties.
When this option is chosen, Shadows and
Mapping are disabled in the Rendering Options
rollout.
•
Diff use—Uses the m aterial’s diffuse color,
ignoring the lighting.
Color Assignment group
Lets you specify how colors are interpolated across
surfaces.
• Color by Face—(The default.) Colors are
interpolated between the center of each face.
Color By Face samples fewer points, so it is the
quicker method. On the other hand, results are
less accurate.
•
Co lor by Vertex—Colors are interpolated
between vert ices.
For each face, this method uses three points
instead of one, so it is slower but usually more
accurate. Anexceptioncanoccurwhenan
object’s shadow falls between two vertices:
in such a case, the object should occlude
lighting, but because only vertices are taken
into account, the shadow is not calculated and
a“lightleak”occurs.
Rendering Options group
The options in this group let you choose whether
to include shadows, texture maps, or a radiosity
solution in vertex colors.
Note: You can save a radiosity solution in
vertex colors, but not Light Tracer (page 3–44)
illumination, which is not stored in the scene’s
geometry.
Shadows—When on, shadows are used when the
vertices are shaded. Default=off.
Tip: You can soften the shadow edge by using the
VertexPaint modifier’s Paint or Blur tools.
Ma pping—When on, texture maps are used when
the vertices are shaded. Default=off.
The radio buttons specify how to use radiosity
data.
•
No R a diosi ty —(The default.) D o not use the
radiosity solut ion when assign ing vertex colors.
Note: This option is the only one available
unless a radiosity solution (page 3–51) is present
in the scene.