my third guess:
two pass render:
1. blurred b/w image
2. first render used as image_pattern for a texture with high ambient values
according to brighter parts of the first render and ambient zero for
shadowed parts.
That should explain some artefacts.
Norbert
Samuel Benge wrote:
>Your first guess was much closer, except I didn't use mlPOV... although
>I believe it could be used to produce a similar result by using a
>slightly different method.
>
>Your proximity pattern guess is close as well.
>
>Norbert Kern wrote:
>
>> ok,
>>
>> my second guess is a mixture of aoi (if accurate) and proximity pattern
>>
>>
>> Norbert.
>
>
>Samuel Benge
>
>stb### [at] hotmailcom
>See my website@: http://www.goldrush.com/~abenge/Top/index.html
>
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