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The problem is simple. Even though the triangles' normals have their part in
the lighting calculations, the entire triangle has a distinct angle in which
it is positioned in regard to the lightsource. And triangles still throw
straight shadows, so even if they are "smooth-curved" you'll get shadows
unterneath the triangles. See here:
http://tag.povray.org/povQandT/TheShadowLineArtifact/index.html
What you'd need to do is raise the resolution of the mesh, and maybe use a
true area-light (with "true" meaning several point lightsources, not the
area_light feature of POV-Ray: it only calculates smooth shadows, not smooth
lighting).
Regards,
Tim
--
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
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