|
|
Sorry, I thought you meant object casted shadows not self shadowing. In
which case I'd have to agree with what Mr Parker said... only really good to
a certain point (after all it's trying to fake the shadow effect because the
object doesn't exist the way it is rendered).
I suggest moving to more segments and therefore less difference in curvature
of the segments to fix the problem.
--
Lance.
---
For the latest 3D Studio MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone
For a totally different experience, visit my Chroma Key Website:
Colorblind - http://listen.to/colorblind
Nieminen Mika wrote in message <375bd614@netplex.aussie.org>...
>Lance Birch <lan### [at] usanet> wrote:
>: Smooth Triangles only cast normal triangle shadows to my knowledge (I
could
>: be wrong though).
>
> With "shadow" I'm not meaning casted shadow, but the part of the object
>which is not illuminated by the light.
>
>: After all, isn't the smoothing just normal perturbation? In which case
it
>: shouldn't affect the shadow.
>
> Of course it affects.
> If the normal of one corner is pointing towards the light and the normal
>of another corner is pointing to the other direction, the shadow line
>is somewhere between these corners. This shadow line is not sharp, but
>smooth (just like in regular cylinders).
>
>--
>main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
>):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
Post a reply to this message
|
|