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Mark Wagner <mar### [at] gte net> wrote:
: On a similar subject, I think the 'no_shadow' keyword should be removed, and
: the keyword 'shadowless' should work in place of it. As is, there are two
: keywords that are doing essentially the same thing, and it is difficult to
: remember which one is for objects, and which one is for lights.
Or perhaps there should be more keywords to control how shadows are
calculated for an object:
cast_shadow [on|off] // if off, will be the same as current no_shadow
self_shadow [on|off] // specifies whether it should cast shadows on itself
// or not (ie. if off, it will be shadowless for
// itself but not for other objects)
receive_shadow [on|off] // specifies whether other objects will cast shadows
// on this object or not
Any combination of these could be possible. For example:
cast_shadow off
self_shadow on
would mean that it casts shadows on itself but not on other objects.
The default values for all those would be 'on'.
It would also be nice if we could specify which light sources illuminate
the object and which don't. Or object-specific light sources, which only
illuminate that specific object (I think that this feature is very common
in other renderers). Something like:
object
{ MyObject
light_source { MyLight }
}
or perhaps:
object
{ MyObject
illuminated_by { MyLight }
}
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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