Lol yeah I was thinking the same thing like why bother when you can do that or use a surface shader material blah blah, hence the test. I like the fact that I can control the relective power so to speak, I had to turn on glow to get the maya materials to really show up on the floor. The lambert and phong showed up ok but surfaceShader's reflection didn't inherit the shader's texture instead it took on the white color of the glow so I had to duplicate the ramp texture, darken it and plug it into its 'out glow color'. At the end though, I liked how the lightsurface's reflection wasn't as blobby and fuzzy as the others. The floor is also a mia_material_x. I learned a lot from this little experiment.Originally posted by Joopson
hmm, cant you just put the incandescence on a lambert really high to get the same effect?
That is a smaller res version (for the site's sake) the original, which I made into a wallpaper took 5 mins more or less.Originally posted by marlonjohn
nice texture and nice job on the lighting!
how long was the render?