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Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
> > My plan had a "part two" to it (which I also didn't manage to do
> > properly) - I wanted to render the light and fixture, without any other
> > scene elements, to a full spherical camera, and use that as the
> > transparency map for the light in a real scene (possibly with the fixture
> > modified with no_shadow). If you get what I mean...
> >
> > It's still on my list of things to experiment with, but perhaps as you
> > are having far more success than I ever did, it might be something you
> > would find interesting?
>
> Well... the experiment worked great and fast, but has a BIG limitation:
> you cannot use area lights with it, because the "fake photons" effect
> disappears (logically) due to the soft shadows... &%#$!!! :(
>
> Any ideas? ... I cannot think of anything that will overcome this problem.
Ahh, I see the flaw. The "shadow map" from the light and fitting is an
approximation, but from your experiment it sounds like it's not a close enough
one to actual photons...
Hmm, perhaps a no_area_light object modifier added to the SDL? That would
probably be useful in general to be honest.
I can't think of a multiple light solution that would work, and even if there
was one it wouldn't be a general solution to a scene.
Sorry my idea wasn't a winner in the end!
> Jaime
Cheers,
Edouard.
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