query: Lighting problem of faces
positive_passages.docid: 9637
positive_passages.text: How to smooth shade an object while retaining hard edges?
negative_passages.docid: 154392
negative_passages.text: Polygonal darkness appearing in render
negative_passages.docid: 53574
negative_passages.text: How to Avoid Red-Eye in Photos?
negative_passages.docid: 122648
negative_passages.text: Assigning a new material to a face makes it transparent
negative_passages.docid: 142400
negative_passages.text: Why in a photo light lines of street lamps? How to remove them?
negative_passages.docid: 20000
negative_passages.text: Shading between polar graphs
negative_passages.docid: 153566
negative_passages.text: Why subdivided faces with smooth shading acting weird?
negative_passages.docid: 50881
negative_passages.text: How can I implement "cut outs" for lighting in OpenGL?
negative_passages.docid: 6556
negative_passages.text: How to calculate the RGB intensity values at center of face using flat shading?
negative_passages.docid: 8568
negative_passages.text: How to get rid of internal shadows/blackness in glass/transparent/refractive materials?
negative_passages.docid: 104084
negative_passages.text: Area Light vs. Emissive Polygon
negative_passages.docid: 38919
negative_passages.text: Faces become distorted, strange and look glitchy when looking through camera view
negative_passages.docid: 106075
negative_passages.text: Shading a region where an inequality is satisfied
negative_passages.docid: 28882
negative_passages.text: Atmospheric lighting in cycles
negative_passages.docid: 19885
negative_passages.text: Lighting in a Minecraftian World
negative_passages.docid: 94277
negative_passages.text: 3D graphics render as though no illumination
negative_passages.docid: 146660
negative_passages.text: Applying material to a face