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> Also you can have soft shadows with point lights (or in fact any light), many
> other render engines do it. You just have to trace a bunch of shadow rays up
> towards the light rather than just one, and give them a semi-random offset
> between the direction of the light and a user defined maximum (which defines how
> soft the shadow is). The more rays you trace the cleaner it will be.
How is that still a point light then?
I'm not really familiar with many render engines, but as far as I
understand, it's the same with every renderer: to get soft shadows, you
either fake it with blurry shadow maps, or you have to use lights of a
size>0, which means it's not a point light anymore.
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