|
|
"Bald Eagle" <cre### [at] netscapenet> wrote:
>
> It's not, as I had the screwbase commented out.
> (I'm sure it DOES cast _A_ shadow - but not the one that's slaughtering my
> scene.)
OK, on my simple white room with a single bulb commenting out the screw part
fixed the issue but I can see it may not be a fix for your scene.
> Delving into the simplified scene, I noticed that I probably thought that
> declaring the light source at the origin and using a 3D filament that was
> translated y*3.5 would give me some sort of light source that emanates from the
> actual surface of the filament.
I also did a simple test where I moved the light source up a couple of units and
that fixed the issue in my simple scene.
>
> This is clearly not the case, and not the way looks_like works.
>
> Declaring the light_source at <0, 3.5, 0>, as the point light sources originally
> were, fixed the problem of blotting out the entire lower part of the scene, and
> makes sense given the light sources' proximity to the supporting half-spheres of
> the fixture.
>
> I think that since the lights were positioned _just_ above the fixture, what
> spreading them out to an area light did was move the edges of the light source
> over the edge and allowed them to illuminate underneath.
>
> I've just gotten the fixtures and a sphere to look reasonably like what I want,
> so I'm going to play around with that for a while.
Yes, the area_light idea was more of a workaround than a real solution.
Another thought would be to add no_shadow to any parts of the scene that are
casting this but I suspect that may end up looking unrealistic. I created a
lantern a while back which had a light source inside the lamp and that worked OK
so I am sure it is fixable. maybe if you can post the code to create the entire
light fitting I can have another go (once my PC has finished rendering my
current version of my tc-rtc entry).
Sean
Post a reply to this message
|
|