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rodv92 <nomail@nomail> wrote:
> the problem is objects where shadows are cast on, do not display any fine
> texture details anymore on the cast shadow side. they appear as completely
> uniform matte pigments.
If you are using 'normal' statements in your textures, they work only
with direct lighting and radiosity (if normals are enabled in radiosity
calculations.)
If you don't want to either add finer geometry to the scene nor use
radiosity (which can admittedly be both really hard to set up right
and make rendering times enormously longer), try using some secondary
"fill light" sources (dimmer, perhaps a bit colored lights at places
where light would naturally "reflect" from major surfaces towards the
visible parts of your scene.) Not a perfect solution, but works ok when
well used.
--
- Warp
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