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Stephen nous apporta ses lumieres en ce 23-03-2007 04:37:
> "Cousin Ricky" <ric### [at] yahoo com> wrote:
>> "Stephen" <mcavoys_AT_aolDOT.com> wrote:
>>> Because there is no atmosphere in space the shadows should be deep and
>>> sharp (The ambient for your textures should be 0 or very close).
>> Atmospheric scattering isn't the only factor. The Earth casts formidable
>> backlighting. In low Earth orbit, the Earth occupies nearly all of one
>> side of the universe. At the Earth-Moon distance, the Earth reflects
>> almost 60 times more light than the Moon.
>> The sharpness of the shadows depends on the size of the light source. The
>> Sun spans about 1/2 degree in diameter, enough for subtly, but noticeably
>> fuzzy shadow edges. An extreme case is the penumbral area of a lunar
>> eclipse.
> I stand (or sit) corrected. That would call for a very large area light.
> Stephen
You can have an earth place holder (about the right apparent surface and
coloration) and use radiosity. Or, you can use a large area_light to simulate an
earth, or some other close-by off field planet. In that case, using look_like
with a sphere mapped with an adequate image_map can be nice.
For the sun, use a parallel light not to far and make it an area_light of
approximatively the right apparent extention.
--
Alain
-------------------------------------------------
Unitarian: Shit that happens to one person is just as bad as shit that happens
to another.
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