
Spherical: The enclosing sphere is calculated for the object and then
projected onto the object. This form of calculation produces an object with a
smoother surface; the edges of individual segments are more smoothly
rounded than with the Object-specific effect (see Figure 150). However
surfaces that meet at a point do not show a realistic lighting effect.
Invert Normals: This results in a reversal of the lighting direction. The inside
of the body then becomes the outside. This property is particular to each
individual object.
Double sided illumination: The lighting is also computed for the inside of the
object. In other cases the lighting value for the outside is simply transferred
to the inner side. This property is of interest for open objects. It is a property
of the 3D scene and affects all objects in the scene.
Figure 150: Cylinder with 10 segments
a= Object-specific b=Flat, c=Spherical
The following table shows the linkage between double-sided illumination and inverted
normals.
The light source is on the
right.
Normals
not inverted
Normals inverted
No double sided illumination
With double sided
illumination
3D Effects - Shading
The Shading page offers functions for shading the object surface, adding shadows
and choosing camera settings.
Shading is a rendering method involving a consideration of lighting ratios, which is
used to produce curved 3D surfaces. The surfaces are broken down into small
triangular segments. Draw offers three methods to produce this effect: Flat, Phong
and Gouraud. The setting selected applies to all objects in the 3D scene.
Chapter 7 Working with 3D Objects 123
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