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Nicolas Alvarez wrote:
> SharkD wrote:
>
>>"Zeger Knaepen" <zeg### [at] povplace com> wrote:
>>
>>>uhm... that's *exactly* what it eliminates, no?
>>
>>No, it doesn't. I want the light source to light an entire scene evenly.
>>Rotating the light source just means the angle has *changed*. It doesn't
>>*increase* the number of angles. It still only points to one location.
>
>
> "orient" rotates the light to face in the right direction *individually for
> every ray*. Each time the shadow is calculated, the area light will be
> pointing at the point being tested.
>
Sounds like you want to broaden the area of the 'grid' of lights. Best
results are usually around 10% of the distance to the light source. If
you want more softness than that you can have by increasing the area of
the grid, but need to seriousless increase the 'number' of lights in the
grid too. Use 'adaptive' in that case. Remember this only affects
shadows though, the highlight will still be a point. This features gets
good effects in a broad range of normal cases. THe serach for
convincing soft diffuse lighting has lead many to improvise 'dome
lighting' systems. Just search the ng's
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