Wrong calculaton of Lightbreaking in Octane?
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Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
'It is no question of more/less light. It is a question of how light gets broken.' - the only think that is broken here is Your knowledge. No offence, being stuborn it's not an excuse.. JimStar already answered to Your question =)
- mdharrington
- Posts: 249
- Joined: Fri Dec 09, 2011 11:08 pm
Surecfrank78 wrote:boris yours is wrong too. physically correct would look like "logo2.jpg", like in the first post!
If you shined red green and blue lights on an object they would add up to white....
but shooting through glass it would be subtractive....it cant be anything but
Stack 50 planes of glass together it gets darker as you go....are you saying that light gets brighter as it goes through glass?
Intel i7 980, 24gig DDR3, 2x GTX 470, 1x GTX 590
Do we need to repeat this a dozen times? I think chris moved on already... Karba if you got those results the logical thing to do would be attach the scene, if possible. People may want to learn beyond the visual proof, and actually check the scene.
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
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