LS Colors Modifier (World Space)
 
 
 
Command entry:Select a Lightscape mesh object. Modify panel Modifier List World-Space Modifiers LS Colors (WSM)

The LS Colors modifier converts Lightscape radiosity values to 3ds Max vertex colors.

When you import a Lightscape model 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 used to produce meshes suitable for game engines.

Interface

Brightness

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.

Contrast 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 calculation. Default=on.

Exterior Scene

Turn on for exterior daylight simulations. Default=off.

TipUse the logarithmic exposure control to control the brightness and contrast of the colors when you render.
Use exposure control

When on, disregards the settings of Brightness, Contrast, Daylight, and Exterior, and instead uses the settings of the active exposure control. If no exposure control is active in the scene, this toggle is disabled. Default=off.

The three radio buttons that follow choose how to handle irradiance values.

  • Convert light falling on the surfaceWhen chosen, converts the irradiance values directly to RGB values. In order to properly render the mesh, the vertex colors need to be interpolated and multiplied by the color of the material on the mesh.
  • Convert light reflecting from the surfaceWhen chosen, takes the irradiance values and multiplies them by the material's ambient color, then converts 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 the active option.

  • Convert light reflecting from the surface, except for textured materialsWhen chosen, takes 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 material's ambient component. If the ambient component has a map, this method converts the irradiance value directly to the vertex color. To properly render the mesh, you need to interpolate the vertex colors over the faces, unless the material is textured. If textures are displayed by multiplying them by the vertex colors, they will be correctly displayed.
Add to colors

When on, the result of the color conversion is added to existing vertex color values, if there are any. Default=off.

Use self-illumination

When on, the material's self illumination is included in the final vertex colors. Default=on.

See Also