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"HackerDaGreat57" <Hac### [at] gmail com> wrote:
> "Bald Eagle" <cre### [at] netscape net> wrote:
> > "HackerDaGreat57" <Hac### [at] gmail com> wrote:
> >
> > > Is it possible to change the 'Radius' of the point light? Like in Blender's
> > > Cycles for example, there is an option to change the point light's radius which
> > > increases the 'amount' of penumbra on my shadows.
> > >
> > > Thanks anyway for the useful reference though.
> >
> > Not in the way you're asking.
> > But maybe another way.
> >
> > If you create a sphere with an emissive finish, then you could make a scene
> > using radiosity, and that might work in the way you want it to.
> >
> > You can also add no_image to the object definition so that it doesn't show up in
> > the scene, if it's in the camera's view frustum.
>
> That would, in fact, work like a charm.
>
> Do emissive materials count as light sources? (I'm concerned about the 127 light
> limit)
You can use an object with texture{ finish{emission 1.0}} instead of regular
light_source, when the radiosity turn on.
But, you need very high radiosity quality settings, especially "error_bound", or
you will get a very blurred shadow without accuracy created by radiosity.
The accuracy will establish when error_bound is very small. But at this time you
need high "count" to eliminate spotted result.
radiosity{
pretrace_start 64/image_width
pretrace_end 4/image_width
count 160
nearest_count 2
error_bound 0.28 // this should be smaller
// if you use radiosity emission
// as a light source
recursion_limit 4
low_error_factor 0.5
gray_threshold 0.0
brightness 1.0 // brightness 1 is natural correct
media off
}
radiosity {} block place in the global_settings{}
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