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"TheRealMorris" <nomail@nomail> wrote:
>
> I've been playing around with some top-down scenes using an orthographic
> camera and one of the things I've tried to achieve, are what I would
> call "soft shadows"...
I arrived at something that looks like your example by using a "parallel linear
area_light", which I had never tried before. I used a cylinder for the object,
half-buried in the main plane (specifically so that there are no 'shadowed
undercuts' between cylinder and plane-- which seems to improve the effect.) My
renders are top-down too, using an orthographic camera.
I have not done a detailed analysis of *how* the area_light actually works in
this situation-- but I think it is basically horizontal, hovering over the
object, and only 'one-dimensional' in z (the 'linear' aspect of the light, like
a long tube). The light's 'area' appears to be split more or less evenly behind
the object and in front of it (-z and +z)-- but I'm not sure. In any case, that
seems to be the key to getting this shadow effect.
The various values I used in the light are kind of extreme, but make the shadow
smooth and with a smooth gradation. Play around with the light's z-dimension
(and its z-translation) to see what happens; the thing to watch out for is the
light casting a partial shadow of the cylinder in the opposite direction-- which
should be avoided, of course!
I also tried this exact same set-up with a text{...} object-- which did not work
very well. I suspect that the light's z-dimension and translation need to be
changed, maybe radically.
-------
#version 3.8; // or whatever
global_settings{assumed_gamma 1.0}
camera {
orthographic
location <.5, 5, .15>
look_at <.5, 0, .151>
right x*image_width/image_height
direction z
angle 17
}
light_source {
<0,0,0> // light's position (translated below)
color rgb 6.0
area_light
<0, 0, 0> <0, 0, 30> // lights spread out across this distance (x * z)
1, 33 // total number of lights in grid-- a 'linear' light
adaptive 2 // ?
jitter
// circular // No!
// orient // No!
translate <0, .75, -12.5>
parallel
point_at -y // <0,-1,0>; or +z? (<0,0,1>) ?
}
plane{y,0
texture{
pigment{rgb 1}
finish{ambient 0 emission 0 diffuse .8}
}
}
cylinder{0,1*x,.03 // half-buried in plane
// OR...
/*
text{
ttf "timrom.ttf" "POV-Ray"
.2, 0
scale .2*<1,.17,1>
translate <0,0,0>
*/
texture{
pigment{rgb .4*<0,1,1>}
finish{ambient 1 emission 0 diffuse 0}
}
//rotate 30*y
}
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