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Le Forgeron wrote:
> [...]
>
>> OK, there are at least two ways of thinking about negative lights. If
>> normal lights lighten illuminated zones and don't affect shadows,
>> negative lights could:
>>
>> 1.- Darken "illuminated" zones, don't touch shadows. (This is the most
>> logical approach)
>> 2.- Lighten shadows, don't touch illuminated zones. (It has its logic
>> too, don't you think so?)
>>
>> [...]
>
> You are thinking about 'positive' and 'negative' light source as the
> only way to touch the image.
> You are forgetting 'Ambient' settings.
>
> For:
> 1. Do not touch ambient, add negative light
> 2. add negative light and compensate the negative light with a raise
> of ambient light. It might be tricky if many textures have different
> ambient ratios.
The problem with ambient is that it's object-based, and not
light-source-based.
I like the 'projected_through' option better (I had forgotten about it). I
don't know if it would be really practical, but that's the idea, I think.
Anyway, I was just brainstorming, I'm not planing on using these 'inverted'
lights or anything, it's just that the idea came to my mind.
Jellby
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