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File:Simplearch no rad ambient 000.png Outdoor radiosity example scene, no radiosity with ambient 0 +w800 +h600 +a0.1 render time: ~7 seconds(800 × 600 (28 KB)) - 01:51, 31 December 2007- 14 bytes (2 words) - 16:07, 11 March 2012
File:Simplearch no rad ambient 025.png Outdoor radiosity example scene, no radiosity with ambient 0.25 +w800 +h600 +a0.3 render time: ~7 seconds(800 × 600 (28 KB)) - 01:51, 31 December 2007- ;ambient8 bytes (1 word) - 16:07, 11 March 2012
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- ambient COLOR | diffuse [albedo] Amount [, Amount] | ...de>fresnel</code> angle-dependent attenuation use to now include the <code>ambient</code>, <code>diffuse</code>, <code>emission</code>, <code>specular</code>36 KB (5,741 words) - 20:55, 2 July 2021
- stepped up the ambient here a little so it looks whiter.</p> finish { ambient .4 diffuse .7 }67 KB (10,475 words) - 15:22, 9 June 2021
- stepped up the ambient here a little so it looks whiter.</p> finish { ambient .4 diffuse .7 }43 KB (6,515 words) - 12:51, 22 October 2009
- Suggested change to ambient section below. Please check the links as I'm not sure ====Ambient====4 KB (643 words) - 01:31, 24 January 2012
- #Via the [[ambient]] property in the [[finish|finish block]] of a [[texture]], which gives the ...[[Image:Simplearch_full_rad.jpg|frameless|225px|With Radiosity and finish{ ambient 0.00 }]]29 KB (4,726 words) - 11:00, 26 February 2010
- ambient .3 finish { ambient 1 }54 KB (8,887 words) - 10:13, 29 September 2020
- * 11 The Ambient Light Source ambient 0.221 KB (3,400 words) - 20:54, 21 October 2009
- ambient .2 ambient .236 KB (5,495 words) - 14:23, 16 December 2016
- ...jects fills in the shadows. Typically ray-tracing uses a trick called <em> ambient</em> light to simulate such effects but it is not very accurate.</p> <dt>Ambient<!--</dt>---><dd>the general all-over light level that any scene has, which24 KB (3,994 words) - 08:02, 17 June 2021
- ambient 0.2 ====The Ambient Light Source====25 KB (4,020 words) - 23:32, 30 September 2017
- <p>Ambient light is used to simulate the effect of inter-diffuse reflection easily change the brightness of the ambient lighting without changing every14 KB (2,147 words) - 14:37, 9 June 2021
- :::1.2.4.5 [[Documentation:Tutorial Section 2.1#The Ambient Light Source|The Ambient Light Source]] ::::1.3.5.3.1 [[Documentation:Tutorial Section 3.3#Using Ambient|Using Ambient]]89 KB (9,046 words) - 08:15, 17 June 2021
- finish{ambient 1} finish{ambient 1}19 KB (2,971 words) - 18:13, 10 February 2020
- ...{ 2,0.03 rotate 90*x rotate i*y texture { pigment { color Blue } finish { ambient 1.0 diffuse 0} } } torus { 2,0.03 rotate i*x texture { pigment { color Blue } finish { ambient 1.0 diffuse 0} } }2 KB (306 words) - 19:24, 8 December 2011
- finish { ambient 0.2 diffuse 0.5 } finish { ambient 0.2 diffuse 0.5 }36 KB (5,508 words) - 14:09, 16 December 2016
- ::* [[Documentation:Tutorial Section 2.1#The Ambient Light Source|The Ambient Light Source]] :::* [[Documentation:Tutorial Section 3.3#Using Ambient|Using Ambient]]22 KB (2,482 words) - 09:59, 26 June 2017
- ...ion 3.7 defaults. If <em>LegacyTexture</em> does not explicitly specify an ambient value it will be set to a value of 0.1</p> ...ion 3.8 defaults. If <em>ModernTexture</em> does not explicitly specify an ambient value, it will be set to a value of zero.</p>6 KB (941 words) - 11:58, 21 June 2021
- || Ambient Occlusion finish {ambient 0.15 diffuse 0.95 phong 0.2}42 KB (6,180 words) - 17:11, 5 August 2020
- ...ion 3.7 defaults. If <em>LegacyTexture</em> does not explicitly specify an ambient value it will be set to a value of 0.1</p> ...ion 3.8 defaults. If <em>ModernTexture</em> does not explicitly specify an ambient value, it will be set to a value of zero.</p>6 KB (971 words) - 00:01, 1 October 2018
- simplistic ambient light but it takes much longer to compute, so it can be useful ...rsion at all). In such scenes, it is strongly recommended to set the <code>ambient</code> of all materials to zero (unless you want them to emit light), or ex59 KB (8,732 words) - 14:31, 9 June 2021