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LS Colors Modifier (World Space) 531
LS Colors Modifier ( World Space)
Select a Lightscape mesh object. > Modify pa n e l >
Modifier List > World-Space Modifiers > * LS Colors
The LS Colors modifier converts Lightscape
radiosity values to 3ds Max vertex colors.
When a Lightscape model is imported into
3ds Max, the radiosity values are kept as
irradiances; that is, they describe the intensity
of light falling on a mesh in physical units. This
modifier converts the physical units to RGB colors.
In conjunction with the Lightscape mesh modifier,
this modifier can be u sed to produce meshes
suitable for game engines.
Inter face
B rightness—Controls the brightness of the
displayed image on your monitor. The setting
of this control does not affect the actual lighting
levels in the model. Default=50.0.
Co ntrast box—Controls the contrast between light
and dark regions in the model. Default=50.0.
Daylight—Determines whether you want natural
daylight to be used in the c alculation. Default=on.
Ex terior Scene—Tur n on for exter ior daylig ht
simulations. Default=off.
Tip: Use the
logarithmic exposure control (page
3–293)
to control the brightness and contrast of
the colors when you render.
Useexposurecontrol—When on, disregards the
settings of Brightness, Contrast, Daylight, and
Exterior, and instead uses the settings of the a ctive
exposure control. If no exposure control is active
inthescene,thistoggleisdisabled.Default=off.
The three radio buttons that follow choose how to
handle irradiance values.
•
Convert light fa lling on the sur face—When
chosen, converts the irradiance values directly
to RGB values. In order to properly render the
mesh, t he vertex colors need to be interpolated
and multiplied by the color of the material on
the mesh.
•
Convert light reflecting from the sur face—When
chosen, takes the irradiance values and
multiplies them by the material’s ambient color,
then conver ts the result to RGB. To properly
render the mesh, you need to interpolate the
vertex colors over the faces. If textures are
displayed by multiplying them by the vertex
colors, they will not be correctly displayed
unless the material color is white.
By default, this is t he active option.
•
Conver t light r ef lecting f rom the surfa ce, except
for tex tured materials—
When chosen, t akes the
irradiance values and multiplies them by the
material’s ambient color, and then converts
the result to RGB, unless a texture is applied
to the m aterial’s ambient component. If the
ambient component has a map, this metho d
converts the irradiance value directly to the
vertex color. To properly render the mesh, you
need to interpolate the vertex colors over the