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> From section 3.6.3.2.2 of the documentation
>
> "If you use the no_shadow keyword, the object will be tagged as
> pass_through
> automatically. You can then turn off pass_through if necessary by simply
> using photons { pass_through off }.
It also says that pass_through is ignored after a photon hits a target
object.
Since your sphere is a target, pass_through is ignored.
There isn't a good way to separate photon caustics from the shadow
calculation. The light that makes up the hotspot is light that was bent
inward
from the edges of the object, the dark edges of the shadow are a result of
this.
That said, you could easily stick a shadowless fill light over the spot you
would like a light spot, or use a radial pigmnet with an object pattern.
// fill light
light_source{
<0.65,-0.1,0>
color <1,1,1>
shadowless
fade_distance 0.15
fade_power 2
}
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